[ACG] [CaG II] Sanctioned Core (The Dragon's Demand) by Yewstance (Inactive)

Game Master Yewstance

PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT

TURN ORDER:
1 - Enora/Bigguyinblack (#1012)
2 - Korundo/Akaitora (#1009)
3 - Radovan/Abraham Z (#1004)
4 - Ranzak/JohnF (#1016)


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(Gameplay will be played here.)


Dragon's Demand

Oh, for the glory days of the Taldan Empire! The noble realm once stretched from the edge of Casmaron all the way across Avistan to the shores of the Arcadian Ocean. Now Avistan is beset with the sniping of rival city statesóthe chaos of Galt, the rigid rule of Cheliax, the burgeoning democracy of Andoran. Today, you have a tiny role in the vast web that holds these sundered lands together: Commerce.

Caravan master Silas Gribb has gifted you with low-paying work guarding a convoy across the Verduran Forestóa land of Wildwood druids, of capricious fey, and of marauding kobold bandits. Truly there is enough of import to keep your attention keen while the wagons roll on.

The caravanís path takes you deep into the Verduran Fork region toward the town of Belhaim, founded a millennium ago in honor of mercenary commander Lady Tula Belhaim. After a cruel black dragon named Aeteperax slew her parents, Lady Tula formed a company of dragonslayers and eventually dispatched the baleful wyrm in the Dragonfen swamp. For this grand service, she was bequeathed the land upon which her namesake town stands.

It seems unlikely that you will ever challenge something as mighty as a dragon in your day. For now, you will remain vigilant for any dangers that dare to come your way.

But if a dragon comes, then dragonslayers you shall be.


Adventure 1-Welcome to Belhaim

1*: Rumble Road
Silas Gribb might not be the best of bosses. The caravan master is the kind of man who says “Don’t worry, you’ll get your money” before you ever considered that you might not. He doesn’t believe in work breaks for people or horses, and the concept of an “overloaded” carriage is as foreign to him as the dark side of Golarion’s moon.

“Get to work, you goblin dogs!” he calls out for all to hear, then returns to doing nothing of the kind.

You continue your watch over his caravan as it turns toward the campsite on Old Belhaim Road, mindful of the brigands that haunt these woods. Whatever treasures this caravan is laden with, they will not escape on your shift.

This is the kind of work you hope to leave behind in the coming months and years. The life of adventurers is painted as glorious by the bards and skalds, but for you, it’s been crickets and camp rations. Someday, perhaps soon, you will learn what excitement is.

“Fair Belhaim ahead!” cries the watchcaller, though you cannot see anything that alerts you of the town’s presence. “Look yonder,” she says, “you can see the faint pinprick of the Witch Tower.”

Sure enough, with spyglass in hand, you can make out a mournful black tower on a small hillock. An estate is not far from the tower, blocked partly from your sight by the spire. This, you surmise, likely causes some consternation for the owner of the manor thereupon.

“Why’s it called the Wit—“

THOOOOM

Your question is lost amid the echo of a mighty explosion as the base of the Witch Tower erupts in fire. There’s a horrible creaking sound, as if the structure itself is regretfully giving up on life, then the tower collapses with a thundering delivery into a massive heap. Your first sighting of the Witch Tower is anyone’s last.

All those around you gasp at this calamity, but two other sounds catch your attention: The first is the whinnying of the caravan’s horses, who buck and scatter in a manner that tips over three of the most overladen wagons. The second is a mighty rumbling from the river, as a pack of snarling wolves pounces directly on to your capsized caravan.

“Dire wolves!” shouts the caravan’s watchcaller.

If you are not swift in dispatching these critters, you will not have a caravan to guard.

BUILD THE VAULT:

  • At the start of the Adventure Path, the vault should contain all Core Set level 0 and 1 cards. You may also add level 0 and 1 cards from any Adventure Path box.

    SETUP:

  • If this is your first scenario, use only the first 3 small locations and create the hourglass from 12 blessings. (We won't actually do this unless the table requests it.)
  • Characters start at the Caravan.

    LOCATIONS:
    1-Campsite
    1-Caravan
    1-Trail
    2-Bridge
    3-Ravine
    4-River
    5-Forest
    6-Farm

    THREAT LIST:

  • Danger: Rescue
  • Villain: Bandit (Silas Gribb)
  • Closing Henchmen: Dire Wolves-Proxy A

    DURING THIS SCENARIO:

  • Instead of your first exploration of your turn, you may heal 1d4 cards.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

  • Dark Archive

    deck handler

    Enora suppresses her urge to check out the tower long enough to fight off wolves.

    Enora wrote:

    Hand: Blessing of the Spellbound 1, Frigid Blast, Chronicler, Spellbook, Codex, Fire Snake,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    "Current Location: Caravan
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the tbd if my location closes.
    Other: Hi I'm Enora! Please bot me if I need to Guard my location!"

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    "Arcane Intelligence +1"
    Craft Intelligence +1
    "Knowledge Intelligence +3"
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: X
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Arcane Light Armor X
    POWERS:
    When you attempt a check to acquire a spell (☐ or an item), you may use your Knowledge skill in place of any listed skill.
    After you play a spell, you may recharge a random spell from your discard pile.
    Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☐ or any character at your location) to 0.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    "Wolves? Bah!" says Radovan, drawing his pistol.

    Radovan wrote:

    Hand: Silver Balladeer, Blessing of the Quartermaster 1, Thieves' Tools, Pistol, Alaeron,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Caravan
    Hero Points: 0
    NOTES:
    Available Support: BotQ: recharge for +1 die to any non-combat
    Alaeron: Discard this card to add 1d6 and the Fire or Poison trait to a combat check by a character at your location.

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dex +2
    Stealth: Dex +2
    Acrobatics: Dex +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Cha +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    At the start of the scenario, display any 1 devil form (Quang) (☐ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
    Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
    Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.
    Quang: you may evade your encounter.
    Quang: When you acquire a boon, you may display it next to this card.
    Quang: On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.

    Shadow Lodge

    Gentleman, Race: Grand Prix of Absalom, Middle Class

    "We'll show those overgrown dog-beasts!" says Ranzak, surreptitiously moving to a position of relative safety behind Radovan.

    Ranzak wrote:

    Hand: Arquebus, Blowgun, Hand Crossbow #1, Stalking Armor, Alchemist's Fire, Blessing of Erastil, Blessing of the Samurai #1,

    Displayed:
    Deck: 8 Discard: 0 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: Blessings are available
    Movement:
    Other:

    Skills and Powers:
    SKILLS

    Strength d4 ☐ +1 ☐ +2 ☐ +3
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3
    Disable: Dexterity + 1
    Stealth: Dexterity + 1
    Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fortitude: Constitution + 1
    Intelligence d4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3
    Survival: Wisdom + 3
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: [/b]
    [b]Hand Size:
    7 ☐ 8 ☐ 9
    Proficiencies:
    Light Armors, Weapons
    Powers:
    If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
    Add 1d4 (☐ + 1) to your check to acquire a boon
    When you acquire a boon on your turn, roll 1d6; on a (☑ 3,) 4, 5, or 6, explore your location.

    Grand Lodge

    Deck upgrade preferences: Ally, Weapon, Spell. Deck Handler

    "I suppose dinner comes to us today" - said the half-orc with a toothy, almost sinister grin.

    Korundo chose to have Ally as his favored card type. After the start of the first turn, Korundo displays White Tiger and his Gambesson (Which he drew in his starting hand.

    Korundo wrote:

    Hand: Naginata, Crow, Blessing of the Samurai 2,

    Displayed: Gambeson, White Tiger,
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Caravan
    Hero Points: 0
    NOTES:
    Available Support: Recharge Crow for +1d6 on a check to acquire. Recharge BoSamurai to add a die to a combat check.

    Skills and Powers:
    SKILLS

    Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d10 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Divine: Wisdom +3
    Survival: Wisdom +2
    Charisma d4 ☐ +1 ☐ +2

    Favored Card: Ally or Spell
    Hand Size: 4 ☐ 5 ☐ 6
    Proficiencies:
    Divine, Weapons, ☐Armor
    POWERS:
    At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
    For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (☐ After the roll, you may additionally recharge that card to add its adventure deck number.)
    ☐ Add 1d4 to your check that invokes the Animal trait.

    Shadow Lodge

    Gentleman, Race: Grand Prix of Absalom, Middle Class

    Moved to a newer deck handler (still haven't set up an alias, though)

    Ranzak wrote:

    Hand: Arquebus, Blowgun, Hand Crossbow #1, Stalking Armor, Alchemist's Fire, Blessing of Erastil, Blessing of the Samurai #1,

    Displayed:
    Deck: 8 Discard: 0 Buried: 0
    Current Location: Caravan
    Hero Points: 1

    Skills and Powers:
    SKILLS

    Strength d4 ☐ +1 ☐ +2 ☐ +3
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3
    Disable: Dexterity +1
    Stealth: Dexterity +1
    Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fortitude: Constitution +1
    Intelligence d4 ☐ +1
    Wisdom d4 ☐ +1
    Survival: Wisdom +3
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: None
    Hand Size: 7 ☐ 8 ☐ 9
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    If there is another character at your location you may evade a bane; a random other character at your location encounters it instead.
    Add 1d4 (☐ +1) to your check to acquire a boon.
    When you acquire a boon on your turn, roll 1d6; on a (☑ 2,) 3, 4, 5, or 6, explore your location.


    Alright - You may begin when ready!

    =============================

    During This Adventure: =
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT

    During This Scenario:

  • Instead of your first exploration of your turn, you may heal 1d4 cards.

    Additional Rules: =
    THREAT LIST:

  • Danger: Rescue
  • Villain: Bandit (Silas Gribb)
  • Closing Henchmen: Dire Wolves-Proxy A

    Scenario Level (#): 1

    Turn: 1, Enora/Bigguyinblack

    Random Cards:

    Monsters
    Spoiler:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.

    Spoiler:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Spoiler:
    Giant Fly
    Core
    Monster 1
    Traits:
    Vermin
    To Defeat:
    Combat 10
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.

    Spoiler:
    Dire Boar
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 10
    THEN Combat 11
    When you would reveal a Melee weapon on the check to defeat, recharge it instead.
    If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.

    Spoiler:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Barriers
    Spoiler:
    Ingratiating Minion
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.

    Spoiler:
    Shrieky Plant
    Core
    Barrier 1
    Traits:
    Obstacle
    Plant
    To Defeat:
    Wisdom
    Perception 8
    OR Stealth
    Survival 6
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Spoiler:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.

    Spoiler:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Spoiler:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Weapons
    Spoiler:
    Dogslicer
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
    If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.

    Spoiler:
    Sling
    Core
    Weapon 0
    Traits:
    Ranged
    Sling To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal to use Dexterity or Ranged + 1d4.
    On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Heavy Crossbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reload to use Dexterity or Ranged + 1d10.
    On a distant combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Dagger
    Core
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 3
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Quarterstaff
    Core
    Weapon 0
    Traits:
    2-Handed
    Bludgeoning
    Melee
    Staff To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
    Discard to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    Spoiler:
    Charm Person
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 6
    On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
    DURING RECOVERY
    If proficient, you may bury this card.

    Spoiler:
    Sleep
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Magic
    Mental To Acquire:
    Intelligence
    Arcane 7
    When a local character encounters a monster, banish; they evade it.
    On a local check against a monster or an ally, banish to add 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Spoiler:
    Life Drain
    Core
    Spell 1
    Traits:
    Arcane
    Attack
    Divine
    Healing
    Magic To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 9
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.

    Spoiler:
    Holy Light
    Core
    Spell 1
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 8
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Spoiler:
    Frostbite
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic To Acquire:
    Intelligence
    Arcane 6
    OR Wisdom
    Divine 8
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

    Armors
    Spoiler:
    Magic Chain Shirt
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Spiked Breastplate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Spoiler:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Tower Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local combat check, freely discard to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Leather Armor
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * When you suffer any damage, you may bury to reduce it to 0.

    Items
    Spoiler:
    Balmberry
    Core
    Item 0
    Traits:
    Alchemical
    Plant To Acquire:
    Wisdom
    Divine
    Survival 6
    On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    You may succeed at a Divine or Survival 8 check to recharge this card.

    Spoiler:
    Acid Flask
    Core
    Item 0
    Traits:
    Acid
    Alchemical
    Attack
    Liquid To Acquire:
    Intelligence
    Craft 4
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
    On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Spoiler:
    Compass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Survival 4
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.

    Spoiler:
    Crowbar
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Strength
    Melee 3
    On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

    Spoiler:
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Dexterity
    Disable 4
    On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

    Allies
    Spoiler:
    Archer
    Core
    Ally 0
    Traits:
    Human
    Ranger To Acquire:
    Charisma
    Diplomacy
    Ranged 4
    On a local Dexterity or Ranged check, recharge to add 1d4.
    Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

    Spoiler:
    Crow
    Core
    Ally 1
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    Spoiler:
    Dog
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 3
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    Spoiler:
    Soldier
    Core
    Ally 0
    Traits:
    Human
    Soldier To Acquire:
    Charisma
    Diplomacy
    Melee 4
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.

    Spoiler:
    Teamster
    Core
    Ally 0
    Traits:
    Hireling
    Human To Acquire:
    Strength
    Charisma
    Diplomacy 5
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.

    Blessings
    Spoiler:
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Spoiler:
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Spoiler:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Spoiler:
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.

    Spoiler:
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Hour Power: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    Top of Blessing Discard Pile:

    Torag's Power:
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Remaining: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Enora/Bigguyinblack
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Spoiler:
    Blessings Deck Card 2 Korundo/Akaitora
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 3 Radovan/AbrahamZ
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 4 Ranzak/JohnF
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 5 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 6 Radovan/AbrahamZ
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 7 Ranzak/JohnF
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 8 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 9 Korundo/Akaitora
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 10 Radovan/AbrahamZ
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 11 Ranzak/JohnF
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 12 Enora/Bigguyinblack
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Spoiler:
    Blessings Deck Card 13 Korundo/Akaitora
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Spoiler:
    Blessings Deck Card 14 Radovan/AbrahamZ
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 15 Ranzak/JohnF
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 16 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 17 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 18 Radovan/AbrahamZ
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 19 Ranzak/JohnF
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 20 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 21 Korundo/Akaitora
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 22 Radovan/AbrahamZ
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 23 Ranzak/JohnF
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 24 Enora/Bigguyinblack
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 25 Korundo/Akaitora
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 26 Radovan/AbrahamZ
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Spoiler:
    Blessings Deck Card 27 Ranzak/JohnF
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 28 Enora/Bigguyinblack
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 29 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Location #1: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Campsite Card 1:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.
    Campsite Card 2:
    Lookout
    Core
    Ally 0
    Traits:
    Elf
    Hireling To Acquire:
    Charisma
    Diplomacy
    Perception 5
    On a local Perception check, recharge to add 1d4.
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may evade your encounters.
    Campsite Card 3:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.
    Campsite Card 4:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
    Campsite Card 5:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.
    Campsite Card 6:
    Spyglass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.
    Campsite Card 7:
    Quarterstaff Of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Campsite Card 8:
    Henchman Proxy A2
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Campsite Card 9:
    Cave Bear
    Core
    Monster 1
    Traits:
    Animal
    Veteran
    To Defeat:
    Combat 11+##
    OR Survival 6+#
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
    Campsite Card 10:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.

    Location #2: Caravan
    Urban
    At This Location: At the start of your turn, each local character may move.
    When Closing: Either succeed at a Wisdom or Perception 5+# check or summon and defeat the danger.
    When Permanently Closed: After you move, you may give a card to a local character.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, Radovan/AbrahamZ, Ranzak/JohnF, None
    Caravan Card 1:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.
    Caravan Card 2:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
    Caravan Card 3:
    Force Missile
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Force
    Magic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4.
    On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
    Caravan Card 4:
    Magic Leather Armor
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    Caravan Card 5:
    Guide
    Core
    Ally 0
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy 5
    On a local check to close or to guard, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to close your location, add 1d6.
    Caravan Card 6:
    Warhammer
    Core
    Weapon 0
    Traits:
    Hammer
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Caravan Card 7:
    Henchman Proxy A1
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Caravan Card 8:
    Giant Slug
    Core
    Ally 1
    Traits:
    Acid
    Animal To Acquire:
    Wisdom
    Survival 6
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.
    Caravan Card 9:
    Attic Whisperer
    Core
    Monster 1
    Traits:
    Mental
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.
    Caravan Card 10:
    Blast Stone
    Core
    Item 0
    Traits:
    Alchemical
    Object To Acquire:
    Intelligence
    Craft 4
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Location #3: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Trail Card 1:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Trail Card 2:
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Trail Card 3:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
    Trail Card 4:
    Codex
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.
    Trail Card 5:
    Snake
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Trail Card 6:
    Swamp Ooze
    Core
    Monster 1
    Traits:
    Acid
    Ooze
    To Defeat:
    Combat 9
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.
    Trail Card 7:
    Bandit
    Core
    Story Bane 0
    Traits:
    Bandit
    Human
    To Defeat:
    Combat 9+##
    OR Banish A Random Boon
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.
    Trail Card 8:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Trail Card 9:
    Symbol Of Sleep
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
    Trail Card 10:
    Goblin Troublemaker
    Core
    Monster 0
    Traits:
    Goblin
    To Defeat:
    Combat 9
    Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
    1. Suffer 1d4-1 Ranged Combat damage.
    2. Suffer 1 Fire damage.
    3. Suffer the scourge Poisoned.
    4. Recharge a card.

    Location #4: Bridge
    Urban
    At This Location: Non-story banes cannot be evaded.
    When Closing: Bury an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Bridge Card 1:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Bridge Card 2:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Bridge Card 3:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
    Bridge Card 4:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
    Bridge Card 5:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    Bridge Card 6:
    Cat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
    Bridge Card 7:
    Divine Insight
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
    Bridge Card 8:
    Dire Badger
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Perception
    Survival 6
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.
    Bridge Card 9:
    Keen Rapier
    Core
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 9
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    Bridge Card 10:
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #5: Ravine
    Underground
    Wild
    At This Location: The difficulty of combat checks is increased by #.
    When Closing: Bury a random card.
    When Permanently Closed: You may heal a buried card.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Ravine Card 1:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
    Ravine Card 2:
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
    Ravine Card 3:
    Covering Heavy Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    When a local character suffers Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Ravine Card 4:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.
    Ravine Card 5:
    Mace
    Core
    Weapon 0
    Traits:
    Mace
    Melee To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
    Ravine Card 6:
    Gem Of Physical Prowess
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
    Ravine Card 7:
    Henchman Proxy A3
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Ravine Card 8:
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Ravine Card 9:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Ravine Card 10:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

    Location #6: River
    Aquatic
    Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    River Card 1:
    Cave Lizard
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 13
    OR Perception 6
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.
    River Card 2:
    Revitalize
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    Banish to heal each local character a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
    River Card 3:
    Henchman Proxy A5
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    River Card 4:
    Sage's Journal
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 6
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.
    River Card 5:
    Heavy Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 4
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    River Card 6:
    Elixir Of Energy Resistance
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.
    River Card 7:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    River Card 8:
    Werewolf
    Core
    Monster 1
    Traits:
    Lycanthrope
    To Defeat:
    Combat 11
    OR Knowledge 7
    If the hour's level is 0, the difficulty to defeat is increased by 3.
    If undefeated, suffer the scourge Wounded and end your turn.
    River Card 9:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    River Card 10:
    Mob Of Undead
    Core
    Barrier 1
    Traits:
    Skirmish
    Undead
    To Defeat:
    None 0
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

  • Dark Archive

    deck handler

    No reason to move. No reason to skip first explore to heal. Hour power noted. Taking first explore.

    Caravan Card 1: Evil Eye:

    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.

    The dire wolves are aided by an Evil Eye. Enora uses her knowledge to try and banish it.

    knowledge 8 +1 revealing Codex + Chronicler, revealing Spellbook: 1d12 + 1d6 + 1d4 + 3 ⇒ (3) + (2) + (4) + 3 = 12

    The Evil Eye is banished through the power of learning.

    Few banes here so I will risk discarding Blessing of the Spellbound 1 to explore again.

    Caravan Card 2: Door Spike:

    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    The caravan had a stray trapped door among it. Enora creates a snake made of fire to disable it.

    Recharging Alric's Blessing of the Quartermaster.

    Disable 8 casting Fire Snake, recharge Alric's Blessing of the Quartermaster, reveal Spellbook: 2d12 + 1d4 + 1 ⇒ (1, 9) + (3) + 1 = 14

    A burning door seems an omen of things to come.

    Enora ends their turn.

    Enora attempts to recover all cards in their Recovery pile.
    Fire Snake: Enora #: 1d12 + 1 + 1d4 ⇒ (3) + 1 + (4) = 8 -> Fire Snake recharged.

    Enora resets their hand.

    Enora wrote:

    Hand: Remove Curse, Frigid Blast, Chronicler, Spellbook, Codex, Amulet of Life,

    Displayed:
    Deck: 8 Discard: 1 Buried: 0
    "Current Location: Caravan
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the tbd if my location closes.
    Other: Hi I'm Enora! Please bot me if I need to Guard my location!"

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    "Arcane Intelligence +1"
    Craft Intelligence +1
    "Knowledge Intelligence +3"
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: X
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Arcane Light Armor X
    POWERS:
    When you attempt a check to acquire a spell (☐ or an item), you may use your Knowledge skill in place of any listed skill.
    After you play a spell, you may recharge a random spell from your discard pile.
    Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☐ or any character at your location) to 0.


    During This Adventure: =
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT

    During This Scenario:

  • Instead of your first exploration of your turn, you may heal 1d4 cards.

    Additional Rules: =
    THREAT LIST:

  • Danger: Rescue
  • Villain: Bandit (Silas Gribb)
  • Closing Henchmen: Dire Wolves-Proxy A

    Scenario Level (#): 1

    Turn: 2, Korundo/Akaitora

    Random Cards:

    Monsters
    Spoiler:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.

    Spoiler:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.

    Spoiler:
    Dire Boar
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 10
    THEN Combat 11
    When you would reveal a Melee weapon on the check to defeat, recharge it instead.
    If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.

    Spoiler:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.

    Spoiler:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Barriers
    Spoiler:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Spoiler:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Spoiler:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Spoiler:
    Lost Local
    Core
    Barrier 0
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 5
    OR Survival 7
    If undefeated, suffer the scourge Dazed and end your turn.

    Spoiler:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Weapons
    Spoiler:
    Battleaxe
    Core
    Weapon 0
    Traits:
    Axe
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

    Spoiler:
    Heavy Crossbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reload to use Dexterity or Ranged + 1d10.
    On a distant combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Giantbane Greataxe
    Core
    Weapon 1
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing To Acquire:
    Strength
    Melee 12
    For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Dagger
    Core
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 3
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Sling
    Core
    Weapon 0
    Traits:
    Ranged
    Sling To Acquire:
    Dexterity
    Ranged 3
    For your combat check, reveal to use Dexterity or Ranged + 1d4.
    On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spells
    Spoiler:
    Confusion
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Mental To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Spoiler:
    Cure
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spoiler:
    Sleep
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Magic
    Mental To Acquire:
    Intelligence
    Arcane 7
    When a local character encounters a monster, banish; they evade it.
    On a local check against a monster or an ally, banish to add 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Spoiler:
    Life Drain
    Core
    Spell 1
    Traits:
    Arcane
    Attack
    Divine
    Healing
    Magic To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 9
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.

    Spoiler:
    Enchant Weapon
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Armors
    Spoiler:
    Spiked Breastplate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Spoiler:
    Hide Armor
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude
    Survival 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

    Spoiler:
    Helm
    Core
    Armor 0
    Traits:
    Heavy Armor
    Helm To Acquire:
    Constitution
    Fortitude 4
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.

    Spoiler:
    Leather Armor
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Magic Chain Shirt
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.

    Items
    Spoiler:
    Crowbar
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Strength
    Melee 3
    On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

    Spoiler:
    Elixir Of Healing
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 4
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Spoiler:
    Sacred Candle
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Divine 10
    Bury to draw the hour. You may not play this during an encounter.

    Spoiler:
    Boots Of Friendly Terrain
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.

    Spoiler:
    Cape Of Escape
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Allies
    Spoiler:
    Mouse
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Stealth
    Survival 4
    On a local Dexterity or Stealth check, recharge to add 1d4.
    Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

    Spoiler:
    Acolyte
    Core
    Ally 0
    Traits:
    Cleric
    Human To Acquire:
    Charisma
    Diplomacy
    Divine 4
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.

    Spoiler:
    Fox
    Core
    Ally 1
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

    Spoiler:
    Bodyguard
    Core
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy
    Fortitude 6
    When a local character suffers damage, recharge to reduce it by 3.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Spoiler:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini To Acquire:
    Wisdom
    Survival 6
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card's owner, recharge it instead. You may not use this power during an encounter.

    Blessings
    Spoiler:
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Spoiler:
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Spoiler:
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.

    Spoiler:
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.

    Spoiler:
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.

    Hour Power: On your check against an Animal or Elemental card, add 1d4.

    Top of Blessing Discard Pile:

    Gozreh's Growth:
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.

    Blessings Remaining: 28

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Korundo/Akaitora
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 2 Radovan/AbrahamZ
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 3 Ranzak/JohnF
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 4 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 5 Radovan/AbrahamZ
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 6 Ranzak/JohnF
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 7 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 8 Korundo/Akaitora
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 9 Radovan/AbrahamZ
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 10 Ranzak/JohnF
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 11 Enora/Bigguyinblack
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Spoiler:
    Blessings Deck Card 12 Korundo/Akaitora
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Spoiler:
    Blessings Deck Card 13 Radovan/AbrahamZ
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 14 Ranzak/JohnF
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 15 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 16 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 17 Radovan/AbrahamZ
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 18 Ranzak/JohnF
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 19 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 20 Korundo/Akaitora
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 21 Radovan/AbrahamZ
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 22 Ranzak/JohnF
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 23 Enora/Bigguyinblack
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 24 Korundo/Akaitora
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 25 Radovan/AbrahamZ
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Spoiler:
    Blessings Deck Card 26 Ranzak/JohnF
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 27 Enora/Bigguyinblack
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 28 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Location #1: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Campsite Card 1:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.
    Campsite Card 2:
    Lookout
    Core
    Ally 0
    Traits:
    Elf
    Hireling To Acquire:
    Charisma
    Diplomacy
    Perception 5
    On a local Perception check, recharge to add 1d4.
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may evade your encounters.
    Campsite Card 3:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.
    Campsite Card 4:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
    Campsite Card 5:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.
    Campsite Card 6:
    Spyglass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.
    Campsite Card 7:
    Quarterstaff Of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Campsite Card 8:
    Henchman Proxy A2
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Campsite Card 9:
    Cave Bear
    Core
    Monster 1
    Traits:
    Animal
    Veteran
    To Defeat:
    Combat 11+##
    OR Survival 6+#
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
    Campsite Card 10:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.

    Location #2: Caravan
    Urban
    At This Location: At the start of your turn, each local character may move.
    When Closing: Either succeed at a Wisdom or Perception 5+# check or summon and defeat the danger.
    When Permanently Closed: After you move, you may give a card to a local character.
    M: 1 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, Radovan/AbrahamZ, Ranzak/JohnF, None
    Caravan Card 1:
    Force Missile
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Force
    Magic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4.
    On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
    Caravan Card 2:
    Magic Leather Armor
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    Caravan Card 3:
    Guide
    Core
    Ally 0
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy 5
    On a local check to close or to guard, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to close your location, add 1d6.
    Caravan Card 4:
    Warhammer
    Core
    Weapon 0
    Traits:
    Hammer
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Caravan Card 5:
    Henchman Proxy A1
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Caravan Card 6:
    Giant Slug
    Core
    Ally 1
    Traits:
    Acid
    Animal To Acquire:
    Wisdom
    Survival 6
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.
    Caravan Card 7:
    Attic Whisperer
    Core
    Monster 1
    Traits:
    Mental
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.
    Caravan Card 8:
    Blast Stone
    Core
    Item 0
    Traits:
    Alchemical
    Object To Acquire:
    Intelligence
    Craft 4
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Location #3: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Trail Card 1:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Trail Card 2:
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Trail Card 3:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
    Trail Card 4:
    Codex
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.
    Trail Card 5:
    Snake
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Trail Card 6:
    Swamp Ooze
    Core
    Monster 1
    Traits:
    Acid
    Ooze
    To Defeat:
    Combat 9
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.
    Trail Card 7:
    Bandit
    Core
    Story Bane 0
    Traits:
    Bandit
    Human
    To Defeat:
    Combat 9+##
    OR Banish A Random Boon
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.
    Trail Card 8:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Trail Card 9:
    Symbol Of Sleep
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
    Trail Card 10:
    Goblin Troublemaker
    Core
    Monster 0
    Traits:
    Goblin
    To Defeat:
    Combat 9
    Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
    1. Suffer 1d4-1 Ranged Combat damage.
    2. Suffer 1 Fire damage.
    3. Suffer the scourge Poisoned.
    4. Recharge a card.

    Location #4: Bridge
    Urban
    At This Location: Non-story banes cannot be evaded.
    When Closing: Bury an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Bridge Card 1:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Bridge Card 2:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Bridge Card 3:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
    Bridge Card 4:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
    Bridge Card 5:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    Bridge Card 6:
    Cat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
    Bridge Card 7:
    Divine Insight
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
    Bridge Card 8:
    Dire Badger
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Perception
    Survival 6
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.
    Bridge Card 9:
    Keen Rapier
    Core
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 9
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    Bridge Card 10:
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #5: Ravine
    Underground
    Wild
    At This Location: The difficulty of combat checks is increased by #.
    When Closing: Bury a random card.
    When Permanently Closed: You may heal a buried card.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Ravine Card 1:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
    Ravine Card 2:
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
    Ravine Card 3:
    Covering Heavy Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    When a local character suffers Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Ravine Card 4:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.
    Ravine Card 5:
    Mace
    Core
    Weapon 0
    Traits:
    Mace
    Melee To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
    Ravine Card 6:
    Gem Of Physical Prowess
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
    Ravine Card 7:
    Henchman Proxy A3
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Ravine Card 8:
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Ravine Card 9:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Ravine Card 10:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

    Location #6: River
    Aquatic
    Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    River Card 1:
    Cave Lizard
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 13
    OR Perception 6
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.
    River Card 2:
    Revitalize
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    Banish to heal each local character a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
    River Card 3:
    Henchman Proxy A5
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    River Card 4:
    Sage's Journal
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 6
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.
    River Card 5:
    Heavy Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 4
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    River Card 6:
    Elixir Of Energy Resistance
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.
    River Card 7:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    River Card 8:
    Werewolf
    Core
    Monster 1
    Traits:
    Lycanthrope
    To Defeat:
    Combat 11
    OR Knowledge 7
    If the hour's level is 0, the difficulty to defeat is increased by 3.
    If undefeated, suffer the scourge Wounded and end your turn.
    River Card 9:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    River Card 10:
    Mob Of Undead
    Core
    Barrier 1
    Traits:
    Skirmish
    Undead
    To Defeat:
    None 0
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

  • Grand Lodge

    Deck upgrade preferences: Ally, Weapon, Spell. Deck Handler

    Starting Korundo's turn. It is the hour of Gozreh's Growth.

    At the start of his turn, Korundo could move, but he won't. He also won't heal. He will choose to increase his hand size to 5 this turn.

    Silent as his tiger animal companion, Korundo began patrolling the caravan for any sign of the wolves that stalked them from the thicket.

    Korundo will explore to encounter Caravan Card 1: Force Missile. Korundo will try to acquire it.

    CtA Arcane 4: 1d4 ⇒ 4

    Korundo acquires Force Missile. Korundo will discard his Blessing of the Samurai to explore again and encounter Card 2: Magic Leather Armor. He will try to acquire it. He will recharge his Crow to add +1d8 to his check to acquire.

    CtA Constitution 6: 1d10 + 1d6 ⇒ (1) + (4) = 5

    Banished. After the encounter, Korundo did not encounter a monster, so Korundo will move to the campsite.

    At the end of his turn, Korundo heals a card thanks to the Campsite's power: Blessing of the Samurai. Then he resets his hand.

    His first cursory search led him to nothing but discarded goods, probably dropped by the other caravan members as they fled in terror. Korundo resolved to follow the tracks in the direction of the campsite they had left just a few hours before.

    Korundo wrote:

    Hand: Naginata, Blessing of the Samurai 1, Blessing of the Ancients 1, Force Missile, Falcon,

    Displayed: Gambeson, White Tiger,
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Campsite
    Hero Points: 0
    NOTES:
    Available Support: Ask me first to discard Falcon and examine the top card of your location. Recharge BoSamurai to add a die to a combat check. Recharge BoAncients if the hour is lvl 0. Ask to use Blessings for something different.
    Movement: Trail
    Other: Currently selected feat: Hand size 5. White Tiger is giving Korundo Dexterity: Acrobatics +2

    Skills and Powers:
    SKILLS

    Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d10 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Divine: Wisdom +3
    Survival: Wisdom +2
    Charisma d4 ☐ +1 ☐ +2

    Favored Card: Ally or Spell
    Hand Size: 4 ☐ 5 ☐ 6
    Proficiencies:
    Divine, Weapons, ☐Armor
    POWERS:
    At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
    For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (☐ After the roll, you may additionally recharge that card to add its adventure deck number.)
    ☐ Add 1d4 to your check that invokes the Animal trait.


    During This Adventure: =
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT

    During This Scenario:

  • Instead of your first exploration of your turn, you may heal 1d4 cards.

    Additional Rules: =
    THREAT LIST:

  • Danger: Rescue
  • Villain: Bandit (Silas Gribb)
  • Closing Henchmen: Dire Wolves-Proxy A

    Scenario Level (#): 1

    Turn: 3, Radovan/AbrahamZ

    Random Cards:

    Monsters
    Spoiler:
    Giant Fly
    Core
    Monster 1
    Traits:
    Vermin
    To Defeat:
    Combat 10
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.

    Spoiler:
    Dire Boar
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 10
    THEN Combat 11
    When you would reveal a Melee weapon on the check to defeat, recharge it instead.
    If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.

    Spoiler:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.

    Spoiler:
    Wolf Pack
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Survival 6
    Before acting, a local character summons and encounters this monster.
    If the check to defeat has the Attack or Ranged trait, you may reroll.

    Spoiler:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.

    Barriers
    Spoiler:
    Ingratiating Minion
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.

    Spoiler:
    Shrieky Plant
    Core
    Barrier 1
    Traits:
    Obstacle
    Plant
    To Defeat:
    Wisdom
    Perception 8
    OR Stealth
    Survival 6
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Spoiler:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Spoiler:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.

    Spoiler:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.

    Weapons
    Spoiler:
    Light Crossbow
    Core
    Weapon 0
    Traits:
    Bow
    Ranged To Acquire:
    Dexterity
    Ranged 4
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    On a distant combat check, freely discard to add 1d8.

    Spoiler:
    Throwing Axe
    Core
    Weapon 0
    Traits:
    Axe
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 6
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
    If proficient, on a local combat check, freely discard to add 1d6.
    You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Battleaxe
    Core
    Weapon 0
    Traits:
    Axe
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

    Spoiler:
    Rapier
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 5
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.

    Spoiler:
    Heavy Crossbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reload to use Dexterity or Ranged + 1d10.
    On a distant combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    Spoiler:
    Knock
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Spoiler:
    Lightning Touch
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Electricity
    Magic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spoiler:
    Enchant Weapon
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spoiler:
    Deflect
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spoiler:
    Charm Person
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 6
    On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
    DURING RECOVERY
    If proficient, you may bury this card.

    Armors
    Spoiler:
    Helm
    Core
    Armor 0
    Traits:
    Heavy Armor
    Helm To Acquire:
    Constitution
    Fortitude 4
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.

    Spoiler:
    Magic Chain Shirt
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Armor Of Insults
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Diplomacy
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * To avenge, you may discard a card.

    Spoiler:
    Spiked Breastplate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Spoiler:
    Chain Mail
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Items
    Spoiler:
    Staff Of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.

    Spoiler:
    Compass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Survival 4
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.

    Spoiler:
    Gem Of Mental Acuity
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    Spoiler:
    Boots Of Friendly Terrain
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.

    Spoiler:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Allies
    Spoiler:
    Frog
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Fortitude
    Survival 4
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.

    Spoiler:
    Mouse
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Stealth
    Survival 4
    On a local Dexterity or Stealth check, recharge to add 1d4.
    Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

    Spoiler:
    Standard Bearer
    Core
    Ally 1
    Traits:
    Human
    Soldier To Acquire:
    Charisma
    Diplomacy
    Melee 6
    On a local Strength or Constitution check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks against story banes, add 1d4.

    Spoiler:
    Dog
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 3
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    Spoiler:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini To Acquire:
    Wisdom
    Survival 6
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card's owner, recharge it instead. You may not use this power during an encounter.

    Blessings
    Spoiler:
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.

    Spoiler:
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.

    Spoiler:
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.

    Spoiler:
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Spoiler:
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Hour Power: No effect.

    Top of Blessing Discard Pile:

    Incitation:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Remaining: 27

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Radovan/AbrahamZ
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 2 Ranzak/JohnF
    Torag's Power
    Core
    Blessing 1
    Traits:
    Deity: Torag
    Divine
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 3 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 4 Radovan/AbrahamZ
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 5 Ranzak/JohnF
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 6 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 7 Korundo/Akaitora
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 8 Radovan/AbrahamZ
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 9 Ranzak/JohnF
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 10 Enora/Bigguyinblack
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Spoiler:
    Blessings Deck Card 11 Korundo/Akaitora
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Spoiler:
    Blessings Deck Card 12 Radovan/AbrahamZ
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 13 Ranzak/JohnF
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 14 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 15 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 16 Radovan/AbrahamZ
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 17 Ranzak/JohnF
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 18 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 19 Korundo/Akaitora
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 20 Radovan/AbrahamZ
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 21 Ranzak/JohnF
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 22 Enora/Bigguyinblack
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 23 Korundo/Akaitora
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 24 Radovan/AbrahamZ
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Spoiler:
    Blessings Deck Card 25 Ranzak/JohnF
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 26 Enora/Bigguyinblack
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 27 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Location #1: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Korundo/Akaitora, None

    Campsite Card 1:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.
    Campsite Card 2:
    Lookout
    Core
    Ally 0
    Traits:
    Elf
    Hireling To Acquire:
    Charisma
    Diplomacy
    Perception 5
    On a local Perception check, recharge to add 1d4.
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may evade your encounters.
    Campsite Card 3:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.
    Campsite Card 4:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
    Campsite Card 5:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.
    Campsite Card 6:
    Spyglass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.
    Campsite Card 7:
    Quarterstaff Of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Campsite Card 8:
    Henchman Proxy A2
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Campsite Card 9:
    Cave Bear
    Core
    Monster 1
    Traits:
    Animal
    Veteran
    To Defeat:
    Combat 11+##
    OR Survival 6+#
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
    Campsite Card 10:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.

    Location #2: Caravan
    Urban
    At This Location: At the start of your turn, each local character may move.
    When Closing: Either succeed at a Wisdom or Perception 5+# check or summon and defeat the danger.
    When Permanently Closed: After you move, you may give a card to a local character.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Bigguyinblack, Radovan/AbrahamZ, Ranzak/JohnF, None
    Caravan Card 1:
    Guide
    Core
    Ally 0
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy 5
    On a local check to close or to guard, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to close your location, add 1d6.
    Caravan Card 2:
    Warhammer
    Core
    Weapon 0
    Traits:
    Hammer
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Caravan Card 3:
    Henchman Proxy A1
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Caravan Card 4:
    Giant Slug
    Core
    Ally 1
    Traits:
    Acid
    Animal To Acquire:
    Wisdom
    Survival 6
    On a local combat check, recharge to add 1d4 and the Acid trait.
    Recharge this card and discard the top card of the hourglass to explore.
    This exploration, you may evade your encounters.
    Caravan Card 5:
    Attic Whisperer
    Core
    Monster 1
    Traits:
    Mental
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.
    Caravan Card 6:
    Blast Stone
    Core
    Item 0
    Traits:
    Alchemical
    Object To Acquire:
    Intelligence
    Craft 4
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Location #3: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Trail Card 1:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Trail Card 2:
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Trail Card 3:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
    Trail Card 4:
    Codex
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.
    Trail Card 5:
    Snake
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Trail Card 6:
    Swamp Ooze
    Core
    Monster 1
    Traits:
    Acid
    Ooze
    To Defeat:
    Combat 9
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.
    Trail Card 7:
    Bandit
    Core
    Story Bane 0
    Traits:
    Bandit
    Human
    To Defeat:
    Combat 9+##
    OR Banish A Random Boon
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.
    Trail Card 8:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Trail Card 9:
    Symbol Of Sleep
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
    Trail Card 10:
    Goblin Troublemaker
    Core
    Monster 0
    Traits:
    Goblin
    To Defeat:
    Combat 9
    Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
    1. Suffer 1d4-1 Ranged Combat damage.
    2. Suffer 1 Fire damage.
    3. Suffer the scourge Poisoned.
    4. Recharge a card.

    Location #4: Bridge
    Urban
    At This Location: Non-story banes cannot be evaded.
    When Closing: Bury an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Bridge Card 1:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Bridge Card 2:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Bridge Card 3:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
    Bridge Card 4:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
    Bridge Card 5:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    Bridge Card 6:
    Cat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
    Bridge Card 7:
    Divine Insight
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
    Bridge Card 8:
    Dire Badger
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Perception
    Survival 6
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.
    Bridge Card 9:
    Keen Rapier
    Core
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 9
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    Bridge Card 10:
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #5: Ravine
    Underground
    Wild
    At This Location: The difficulty of combat checks is increased by #.
    When Closing: Bury a random card.
    When Permanently Closed: You may heal a buried card.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Ravine Card 1:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
    Ravine Card 2:
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
    Ravine Card 3:
    Covering Heavy Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    When a local character suffers Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Ravine Card 4:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.
    Ravine Card 5:
    Mace
    Core
    Weapon 0
    Traits:
    Mace
    Melee To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
    Ravine Card 6:
    Gem Of Physical Prowess
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
    Ravine Card 7:
    Henchman Proxy A3
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Ravine Card 8:
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Ravine Card 9:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Ravine Card 10:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

    Location #6: River
    Aquatic
    Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    River Card 1:
    Cave Lizard
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 13
    OR Perception 6
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.
    River Card 2:
    Revitalize
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    Banish to heal each local character a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
    River Card 3:
    Henchman Proxy A5
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    River Card 4:
    Sage's Journal
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 6
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.
    River Card 5:
    Heavy Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 4
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    River Card 6:
    Elixir Of Energy Resistance
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 5
    Display next to a local character.
    While displayed:
    * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.
    River Card 7:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.
    River Card 8:
    Werewolf
    Core
    Monster 1
    Traits:
    Lycanthrope
    To Defeat:
    Combat 11
    OR Knowledge 7
    If the hour's level is 0, the difficulty to defeat is increased by 3.
    If undefeated, suffer the scourge Wounded and end your turn.
    River Card 9:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
    River Card 10:
    Mob Of Undead
    Core
    Barrier 1
    Traits:
    Skirmish
    Undead
    To Defeat:
    None 0
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

  • Dark Archive

    deck handler

    Edit: Used Radovan's Blessing of the Quartermaster not Aric. At the start of Radovan's turn Enora will use the location power and move to the Campsite.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    On Enora's turn: use of BotQ noted

    It is the hour of Incitation. Radovan flexes his muscles and glares at the wolves that surround the caravan. Then he looks around the fallen boxes and disarray to see if there's anything that might be useful against these foul creatures.

    Explore Caravan 1
    Another tiefling! A long lost friend, perhaps?

    Guide:

    Core
    Ally 0
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy 5
    On a local check to close or to guard, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to close your location, add 1d6.

    Diplomacy 5: 1d8 + 2 ⇒ (2) + 2 = 4
    The guy isn't interested in talking with Radovan however. Too worried about the wolves, I guess.

    Discard Silver Balladeer to explore Caravan 2
    Huh, it looks like that stupid "guide" forgot his warhammer while he was running away from the wolves.

    Warhammer:

    Core
    Weapon 0
    Traits:
    Hammer
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Str 6: 1d8 ⇒ 3
    But Radovan has no use for such trinkets.

    Discard Alaeron to explore Caravan 3
    Just then, one of the dire wolves breaks through the perimeter and lunges at Radovan!

    Dire Wolf:
    Dire Wolf
    Story Bane Monster 0

    Traits:
    Animal

    Check
    Combat
    12
    OR
    Survival
    6

    Powers
    Cannot be evaded.
    Damage is increased by 1d4.


    Reveal Pistol
    Radovan power adds +1d4
    Discard Ranzak's BoErastil
    Combat 12: 3d8 + 1d6 + 1d4 ⇒ (2, 8, 2) + (3) + (1) = 16
    Radovan puts a bullet right between the eyes of the marauding wolf!
    Pistol shuffled?: 1d12 ⇒ 4 not shuffled

    With the wolf dead, Radovan quickly tries to see if he can rescue some of the caravan workers. Not that they deserve it!

    Rescue:
    Rescue
    Story Bane Barrier 0

    Traits
    Task
    Veteran

    Check
    Strength
    Melee
    6+#
    OR
    Charisma
    Diplomacy
    8+#

    Powers
    On the check to defeat, you may recharge any number of allies; for each ally recharged, add 1d4.
    If defeated, draw a new ally that lists Diplomacy in its check to acquire.

    Discard Thieves' Tools to auto-defeat
    Caravan is closed

    Rescue power: draw an ally (diplomacy): Standard Bearer
    One of the caravan workers is so grateful to see the wolf slain that he fashions a makeshift flag and hoists it aloft.

    Standard Bearer:

    Core
    Ally 1
    Traits:
    Human
    Soldier To Acquire:
    Charisma
    Diplomacy
    Melee 6
    On a local Strength or Constitution check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks against story banes, add 1d4.

    Recharge Thieves' Tools? Disable 8: 1d8 + 2 ⇒ (6) + 2 = 8 Recharged

    End turn, reset hand.

    At the start of Ranzak's turn: Radovan will use the Caravan location power to move to whatever location Ranzak is moving to.

    Radovan wrote:

    Hand: Pistol, Red Leathers, Standard Bearer aq, Noxious Bomb, Blessing of the Elements,

    Displayed:
    Deck: 9 Discard: 2 Buried: 0
    Current Location: Caravan
    Hero Points: 0
    NOTES:
    Available Support: Standard Bearer: On a local Strength or Constitution check, recharge to add 1d4.
    Blessing of the Elements:

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dex +2
    Stealth: Dex +2
    Acrobatics: Dex +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Cha +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    At the start of the scenario, display any 1 devil form (Quang) (☐ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
    Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
    Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.
    Quang: you may evade your encounter.
    Quang: When you acquire a boon, you may display it next to this card.
    Quang: On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.

    Turn Summary:
    * Discarded Ranzak's BoErastil
    * Closed Caravan
    * Gained an Ally 1


    Goblin Pirate Deck Handler

    When the Caravan closes, Ranzak & Radovan move to The River

    The hour is Torag's Power When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    Ranzak explores near the river, and finds a Cave Lizard

    Reveal Arquebus; Recharge BotSamurai to bless the check
    Combat 13: 2d10 + 1 + 1d8 ⇒ (2, 7) + 1 + (5) = 15 The lizard is defeated. . .
    Arquebus 3: 1d12 ⇒ 8 . . . and the Arquebus does not blow up!

    With no way to explore again, Ranzak ends his turn and resets his hand, drawing Thieves' Tools and Blood Periapt

    Ranzak wrote:

    Hand: Arquebus, Blowgun, Hand Crossbow #1, Stalking Armor, Alchemist's Fire, Blood Periapt, Thieves' Tools*,

    Displayed:
    Deck: 7 Discard: 1 Buried: 0
    Current Location: River
    Hero Points: 1
    NOTES:
    Available Support: Blessings generally available
    Other: Starred boons have been updated to the new versions

    Skills and Powers:
    SKILLS

    Strength d4 ☐ +1 ☐ +2 ☐ +3
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3
    Disable: Dexterity +1
    Stealth: Dexterity +1
    Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fortitude: Constitution +1
    Intelligence d4 ☐ +1
    Wisdom d4 ☐ +1
    Survival: Wisdom +3
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: None
    Hand Size: 7 ☐ 8 ☐ 9
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    If there is another character at your location you may evade a bane; a random other character at your location encounters it instead.
    Add 1d4 (☐ +1) to your check to acquire a boon.
    When you acquire a boon on your turn, roll 1d6; on a (☑ 2,) 3, 4, 5, or 6, explore your location.

    Dark Archive

    deck handler

    Caravan is closed, Not Campsite. Script for turn order is borked. It is the hour of Prayer: When this is the hour: No effect.

    Enora checks out a nearby Campsite for the wolves but finds a big bug instead.

    Campsite Card 1: Bloodbug:

    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

    She zaps it with some cold magic.

    Recharging Radovan's Blessing of the Elements.

    combat 11 casting Frigid Blast and recharging Radovan's Blessing of the Elements: 2d12 + 2d4 + 1 ⇒ (3, 8) + (4, 1) + 1 = 17

    Enora ends their turn.

    Enora attempts to recover all cards in their Recovery pile.
    Frigid Blast: Enora #: 1d12 + 1d4 + 1 ⇒ (9) + (1) + 1 = 11 -> Frigid Blast recharged.

    Enora resets their hand.

    Enora wrote:

    Hand: Remove Curse, Blessing of the Elements, Chronicler, Spellbook, Codex, Amulet of Life,

    Displayed:
    Deck: 8 Discard: 1 Buried: 0
    "Current Location: Campsite
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the Ravine if my location closes.
    Other: Hi I'm Enora! Please bot me if I need to Guard my location!"

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    "Arcane Intelligence +1"
    Craft Intelligence +1
    "Knowledge Intelligence +3"
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: X
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Arcane Light Armor X
    POWERS:
    When you attempt a check to acquire a spell (☐ or an item), you may use your Knowledge skill in place of any listed skill.
    After you play a spell, you may recharge a random spell from your discard pile.
    Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☐ or any character at your location) to 0.

    Grand Lodge

    Deck upgrade preferences: Ally, Weapon, Spell. Deck Handler

    Starting Korundo's turn. It seems to be the hour of Prayer... (I think? It appears to me that Ranzak and Enora both grabbed the wrong blessing, but I might be wrong).

    Seeing the halfling struggle against the gigantic vermin, Korundo emerges from a nearby bush, likely surprising Enora. "Here kid, hold on to this for me will ya? It's one of 'em scrolls you mage types like so much"

    With that, Korundo resumed his tracking around the campsite.

    Korundo won't heal yet, and he will continue using the increased hand size feat. During Korundo's 'Give a card' step, he gives Enora Force Missile. Korundo will stay at the campsite for now.

    Korundo explores to encounter Campsite Card 2: Lookout. He can't easily make the check, so Lookout is banished.

    Korundo will now use his Blessing of the Ancients to explore again. Since the hour's level is 0, BoAncients is recharged. Korundo encounters Card 3: Clockwork Servant. Unfortunately Korundo can't easily make that check either, so Clockwork Servant is banished.

    Korundo will finally discard his Falcon to explore again and encounter Card 4: Boggart!

    Korundo will ask Enora to make the Knowledge check against the Boggart as she auto-succeeds with her 1d12+3 Knowledge at the DC 4 check. Then, for the Combat check, Korundo will recharge his Blessing of the Samurai to add a die, and then reveal his Naginata to add the best of 2d8 to his check.

    Naginata adding to following combat check: 2d8 ⇒ (6, 3) = 9
    CtD Combat, Melee 10: 2d10 + 8 ⇒ (2, 4) + 8 = 14

    As he delved deeper into the surrounding forest, Korundo began hearing a very inviting voice. He would have fallen prey to a Boggart's illusion if it weren't for Enora who showed up to save the day and make him snap out of it. After he came to, disposing of the pitiful creature was trivial.

    "Aye, thanks kid. You and I, we make a good team!" - said Korundo to Enora whilst sporting his characteristically unnerving toothy gring.

    At the end of the turn, Korundo heals a card: Falcon. Then he ends his turn and resets his hand.

    Korundo wrote:

    Hand: Naginata, Blessing of the Samurai 2, Call Animal, Fox, Blood Periapt,

    Displayed: Gambeson, White Tiger,
    Deck: 9 Discard: 0 Buried: 0
    Current Location: Campsite
    Hero Points: 0
    NOTES:
    Available Support: Recharge Fox to add +1d4 to local Intelligence or Wisdom check. Recharge BoSamurai to add a die to a combat check.
    Movement: Trail
    Other: Currently selected feat: Hand size 5. White Tiger is giving Korundo Dexterity: Acrobatics +2

    Skills and Powers:
    SKILLS

    Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d10 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Divine: Wisdom +3
    Survival: Wisdom +2
    Charisma d4 ☐ +1 ☐ +2

    Favored Card: Ally or Spell
    Hand Size: 4 ☐ 5 ☐ 6
    Proficiencies:
    Divine, Weapons, ☐Armor
    POWERS:
    At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
    For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (☐ After the roll, you may additionally recharge that card to add its adventure deck number.)
    ☐ Add 1d4 to your check that invokes the Animal trait.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    On Enora's turn: recharging of BoElements noted.

    It is the hour of Incitation. When this is the hour: No effect.

    Radovan glares around the River, certain that the place is likely infested with creepies and crawlies.

    Free explore River 2

    Revitalize:

    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    Banish to heal each local character a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Wis 6: 1d6 ⇒ 4
    Radovan spies a scroll sitting around, but lacks the wisdom to realize he should pick it up and pass it on to one of his friends.

    Discard Standard Bearer to explore River 3
    Another dire wolf leaps out at Radovan!

    Henchman A Dire Wolf:

    Story Bane Monster 0
    Traits:
    Animal

    Check
    Combat
    12
    OR
    Survival
    6

    Powers
    Cannot be evaded.
    Damage is increased by 1d4.


    Reveal Pistol
    Radovan power adds +1d4
    Standard Bearer adds +1d4
    Recharge Kurundo's BotSamurai 2
    Combat 12: 2d8 + 1d6 + 2d4 ⇒ (2, 1) + (6) + (1, 4) = 14 Dire wolf banished
    With help from his friend Kurundo, Radovan puts another bullet between the eyes of another wolf.
    Shuffle pistol?: 1d12 ⇒ 4

    Closing the River?
    Discard Enora's Blessing of the Elements
    Str 5+1: 2d8 ⇒ (2, 5) = 7
    The River is closed
    When Permanently Closed: Each local character (i.e. Radovan and Ranzak) may give a boon to another character at any location.
    With the closing of the River, both Radovan and Ranzak move to new locations. Radovan will move to wherever Ranzak wants to go.

    End turn, reset hand

    Radovan wrote:

    Hand: Pistol, Red Leathers, Quartermaster, Noxious Bomb, Appleslayer,

    Displayed:
    Deck: 8 Discard: 3 Buried: 0
    Current Location: Wherever Ranzak moves to when the river closes
    Hero Points: 0

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dex +2
    Stealth: Dex +2
    Acrobatics: Dex +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Cha +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    At the start of the scenario, display any 1 devil form (Quang) (☐ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
    Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
    Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.
    Quang: you may evade your encounter.
    Quang: When you acquire a boon, you may display it next to this card.
    Quang: On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.

    Turn Summary:
    * Recharge Kurundo's BotSamurai
    * Discarded Enora's BoElements
    * Closed The River


    During This Adventure: =
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT

    During This Scenario:

  • Instead of your first exploration of your turn, you may heal 1d4 cards.

    Additional Rules: =
    THREAT LIST:

  • Danger: Rescue
  • Villain: Bandit (Silas Gribb)
  • Closing Henchmen: Dire Wolves-Proxy A

    Scenario Level (#): 1

    Turn: 8, Ranzak/JohnF

    Random Cards:

    Monsters
    Spoiler:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Spoiler:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.

    Spoiler:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

    Spoiler:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.

    Spoiler:
    Demonling
    Core
    Monster 1
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 8
    OR Arcane
    Knowledge 6
    Immune to Electricity and Poison.
    Resistant to Attack.
    Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
    If undefeated, suffer the scourge Poisoned.

    Barriers
    Spoiler:
    Lost Local
    Core
    Barrier 0
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy 5
    OR Survival 7
    If undefeated, suffer the scourge Dazed and end your turn.

    Spoiler:
    Ingratiating Minion
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.

    Spoiler:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.

    Spoiler:
    Haughty Nobles
    Core
    Barrier 1
    Traits:
    Cache
    Task
    To Defeat:
    Charisma
    Diplomacy 6+#
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.

    Spoiler:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    Weapons
    Spoiler:
    Light Crossbow
    Core
    Weapon 0
    Traits:
    Bow
    Ranged To Acquire:
    Dexterity
    Ranged 4
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    On a distant combat check, freely discard to add 1d8.

    Spoiler:
    Longspear
    Core
    Weapon 0
    Traits:
    2-Handed
    Melee
    Piercing
    Spear To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Giantbane Greataxe
    Core
    Weapon 1
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing To Acquire:
    Strength
    Melee 12
    For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Heavy Crossbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reload to use Dexterity or Ranged + 1d10.
    On a distant combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Warhammer
    Core
    Weapon 0
    Traits:
    Hammer
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Spells
    Spoiler:
    Lightning Touch
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Electricity
    Magic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spoiler:
    Levitate
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 5
    OR Wisdom
    Divine 6
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Spoiler:
    Detect Magic
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 3
    Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.

    Spoiler:
    Detect Evil
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spoiler:
    Confusion
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Mental To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Armors
    Spoiler:
    Magic Chain Shirt
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 3.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Light Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 3
    When you suffer Combat damage, freely reveal to reduce it by 1.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Tower Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local combat check, freely discard to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Chain Mail
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 5
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Items
    Spoiler:
    Caltrops
    Core
    Item 0
    Traits:
    Object To Acquire:
    Dexterity
    Disable 4
    When a local character encounters a monster, discard; they evade it.

    Spoiler:
    Sage's Journal
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 6
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Spoiler:
    Luckstone
    Core
    Item 0
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Survival 6
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.

    Spoiler:
    Cape Of Escape
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Spoiler:
    Bracers Of Protection
    Core
    Item 0
    Traits:
    Accessory
    Magic To Acquire:
    Intelligence
    Arcane 5
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.

    Allies
    Spoiler:
    Mouse
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Stealth
    Survival 4
    On a local Dexterity or Stealth check, recharge to add 1d4.
    Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

    Spoiler:
    Bat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Perception
    Survival 4
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    Spoiler:
    Troubadour
    Core
    Ally 0
    Traits:
    Bard
    Human To Acquire:
    Charisma
    Diplomacy 4
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

    Spoiler:
    Soldier
    Core
    Ally 0
    Traits:
    Human
    Soldier To Acquire:
    Charisma
    Diplomacy
    Melee 4
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.

    Spoiler:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.

    Blessings
    Spoiler:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Spoiler:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Spoiler:
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.

    Spoiler:
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.

    Spoiler:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Hour Power: No effect.

    Top of Blessing Discard Pile:

    Orison:
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.

    Blessings Remaining: 22

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Ranzak/JohnF
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 2 Korundo/Akaitora
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 3 Radovan/AbrahamZ
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 4 Ranzak/JohnF
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 5 Enora/Bigguyinblack
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Spoiler:
    Blessings Deck Card 6 Korundo/Akaitora
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Spoiler:
    Blessings Deck Card 7 Radovan/AbrahamZ
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 8 Ranzak/JohnF
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 9 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 10 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 11 Radovan/AbrahamZ
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 12 Ranzak/JohnF
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 13 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 14 Korundo/Akaitora
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 15 Radovan/AbrahamZ
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 16 Ranzak/JohnF
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 17 Enora/Bigguyinblack
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 18 Korundo/Akaitora
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 19 Radovan/AbrahamZ
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Spoiler:
    Blessings Deck Card 20 Ranzak/JohnF
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 21 Enora/Bigguyinblack
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 22 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Location #1: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, Radovan/AbrahamZ, Ranzak/JohnF, None

    Campsite Card 1:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.
    Campsite Card 2:
    Spyglass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.
    Campsite Card 3:
    Quarterstaff Of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Campsite Card 4:
    Henchman Proxy A2
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Campsite Card 5:
    Cave Bear
    Core
    Monster 1
    Traits:
    Animal
    Veteran
    To Defeat:
    Combat 11+##
    OR Survival 6+#
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
    Campsite Card 6:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.

    Location #3: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Trail Card 1:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Trail Card 2:
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Trail Card 3:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
    Trail Card 4:
    Codex
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.
    Trail Card 5:
    Snake
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Trail Card 6:
    Swamp Ooze
    Core
    Monster 1
    Traits:
    Acid
    Ooze
    To Defeat:
    Combat 9
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.
    Trail Card 7:
    Bandit
    Core
    Story Bane 0
    Traits:
    Bandit
    Human
    To Defeat:
    Combat 9+##
    OR Banish A Random Boon
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.
    Trail Card 8:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Trail Card 9:
    Symbol Of Sleep
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
    Trail Card 10:
    Goblin Troublemaker
    Core
    Monster 0
    Traits:
    Goblin
    To Defeat:
    Combat 9
    Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
    1. Suffer 1d4-1 Ranged Combat damage.
    2. Suffer 1 Fire damage.
    3. Suffer the scourge Poisoned.
    4. Recharge a card.

    Location #4: Bridge
    Urban
    At This Location: Non-story banes cannot be evaded.
    When Closing: Bury an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Bridge Card 1:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Bridge Card 2:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Bridge Card 3:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
    Bridge Card 4:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
    Bridge Card 5:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    Bridge Card 6:
    Cat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
    Bridge Card 7:
    Divine Insight
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
    Bridge Card 8:
    Dire Badger
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Perception
    Survival 6
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.
    Bridge Card 9:
    Keen Rapier
    Core
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 9
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    Bridge Card 10:
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #5: Ravine
    Underground
    Wild
    At This Location: The difficulty of combat checks is increased by #.
    When Closing: Bury a random card.
    When Permanently Closed: You may heal a buried card.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None
    Ravine Card 1:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
    Ravine Card 2:
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
    Ravine Card 3:
    Covering Heavy Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    When a local character suffers Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Ravine Card 4:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.
    Ravine Card 5:
    Mace
    Core
    Weapon 0
    Traits:
    Mace
    Melee To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
    Ravine Card 6:
    Gem Of Physical Prowess
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
    Ravine Card 7:
    Henchman Proxy A3
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Ravine Card 8:
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Ravine Card 9:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Ravine Card 10:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.


  • Ranzak and Radovan head off to the Ravine.

    Ranzak explores, and finds a Warband.
    Summon a random Monster - a Ghoul (combat 13). That's not nice!

    Reveal Hand Crossbow, recharge blowgun to add 1d8
    Combat 13: 1d10 + 1 + 1d6 + 1d8 ⇒ (8) + 1 + (5) + (6) = 20 defeats the ghoul.
    As Ranzak defeated his Ghoul, the Warband is defeated.

    Radovan gets to fight his own Ghoul, though.

    Ranzak has no way to explore again, so will end his turn.
    He resets his hand, drawing his Retriever
    (What's a goblin doing with a dog?)

    Ranzak wrote:

    Hand: Arquebus, Hand Crossbow #1, Stalking Armor, Alchemist's Fire, Blood Periapt, Thieves' Tools*, Retriever,

    Displayed:
    Deck: 7 Discard: 1 Buried: 0
    Current Location: Ravine
    Hero Points: 1
    NOTES:
    Available Support: Blessings generally available
    Other: Starred boons have been updated to the new versions

    Skills and Powers:
    SKILLS

    Strength d4 ☐ +1 ☐ +2 ☐ +3
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3
    Disable: Dexterity +1
    Stealth: Dexterity +1
    Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fortitude: Constitution +1
    Intelligence d4 ☐ +1
    Wisdom d4 ☐ +1
    Survival: Wisdom +3
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: None
    Hand Size: 7 ☐ 8 ☐ 9
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    If there is another character at your location you may evade a bane; a random other character at your location encounters it instead.
    Add 1d4 (☐ +1) to your check to acquire a boon.
    When you acquire a boon on your turn, roll 1d6; on a (☑ 2,) 3, 4, 5, or 6, explore your location.


    Radovan has a Ghoul to summon and fight... but there's no penalty whatsoever for just evading it with Quang's power, so I assume that's what happens.

    Note that he did not get a Campsite heal (though I mentioned he may have in Discord) - he and Ranzak moved to the Ravine, at Ranzak's request.

    ================

    During This Adventure: =
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANES || SCOURGES || LOOT

    During This Scenario:

  • Instead of your first exploration of your turn, you may heal 1d4 cards.

    Additional Rules: =
    THREAT LIST:

  • Danger: Rescue
  • Villain: Bandit (Silas Gribb)
  • Closing Henchmen: Dire Wolves-Proxy A

    Scenario Level (#): 1

    Turn: 9, Enora/Bigguyinblack

    Random Cards:

    Monsters
    Spoiler:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

    Spoiler:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

    Spoiler:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.

    Spoiler:
    Dire Boar
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 10
    THEN Combat 11
    When you would reveal a Melee weapon on the check to defeat, recharge it instead.
    If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.

    Spoiler:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Barriers
    Spoiler:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.

    Spoiler:
    Mob Of Undead
    Core
    Barrier 1
    Traits:
    Skirmish
    Undead
    To Defeat:
    None 0
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

    Spoiler:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Spoiler:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    Spoiler:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Weapons
    Spoiler:
    Warhammer
    Core
    Weapon 0
    Traits:
    Hammer
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Spoiler:
    Quarterstaff
    Core
    Weapon 0
    Traits:
    2-Handed
    Bludgeoning
    Melee
    Staff To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
    Discard to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

    Spoiler:
    Rapier
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 5
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.

    Spoiler:
    Returning Throwing Axe
    Core
    Weapon 1
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 10
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.

    Spells
    Spoiler:
    Fiery Glare
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic To Acquire:
    Intelligence
    Arcane 5
    OR Wisdom
    Divine 7
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.

    Spoiler:
    Revitalize
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    Banish to heal each local character a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spoiler:
    Viper Strike
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Divine
    Magic
    Poison To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Spoiler:
    Soothing Word
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 6
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.

    Spoiler:
    Charm Person
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 6
    On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
    DURING RECOVERY
    If proficient, you may bury this card.

    Armors
    Spoiler:
    Full Plate
    Core
    Armor 1
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 9
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Heavy Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 4
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Armor Of Insults
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Diplomacy
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * To avenge, you may discard a card.

    Spoiler:
    Light Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 3
    When you suffer Combat damage, freely reveal to reduce it by 1.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Items
    Spoiler:
    Luckstone
    Core
    Item 0
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Survival 6
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.

    Spoiler:
    Cape Of Escape
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Spoiler:
    Acid Flask
    Core
    Item 0
    Traits:
    Acid
    Alchemical
    Attack
    Liquid To Acquire:
    Intelligence
    Craft 4
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
    On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Spoiler:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Spoiler:
    Balmberry
    Core
    Item 0
    Traits:
    Alchemical
    Plant To Acquire:
    Wisdom
    Divine
    Survival 6
    On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    You may succeed at a Divine or Survival 8 check to recharge this card.

    Allies
    Spoiler:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini To Acquire:
    Wisdom
    Survival 6
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card's owner, recharge it instead. You may not use this power during an encounter.

    Spoiler:
    Bat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Perception
    Survival 4
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    Spoiler:
    Fox
    Core
    Ally 1
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

    Spoiler:
    Horse
    Core
    Ally 0
    Traits:
    Animal
    Mount To Acquire:
    Wisdom
    Charisma
    Survival 3
    Recharge to move. You may not use this power during an encounter.
    Discard to explore. This exploration, on your first check, add 1d4.

    Spoiler:
    Porcupine
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Fortitude
    Survival 5
    On a local check against an Animal monster, recharge to add 1d8.
    Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.

    Blessings
    Spoiler:
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Spoiler:
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.

    Spoiler:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Spoiler:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Spoiler:
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Hour Power: No effect.

    Top of Blessing Discard Pile:

    Benefaction:
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Remaining: 21

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Enora/Bigguyinblack
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 2 Korundo/Akaitora
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 3 Radovan/AbrahamZ
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 4 Ranzak/JohnF
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Spoiler:
    Blessings Deck Card 5 Korundo/Akaitora
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Spoiler:
    Blessings Deck Card 6 Radovan/AbrahamZ
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 7 Ranzak/JohnF
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 8 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 9 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 10 Radovan/AbrahamZ
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 11 Ranzak/JohnF
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 12 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 13 Korundo/Akaitora
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 14 Radovan/AbrahamZ
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 15 Ranzak/JohnF
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 16 Enora/Bigguyinblack
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 17 Korundo/Akaitora
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 18 Radovan/AbrahamZ
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Spoiler:
    Blessings Deck Card 19 Ranzak/JohnF
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 20 Enora/Bigguyinblack
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 21 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Location #1: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, None

    Campsite Card 1:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.
    Campsite Card 2:
    Spyglass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.
    Campsite Card 3:
    Quarterstaff Of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Campsite Card 4:
    Henchman Proxy A2
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Campsite Card 5:
    Cave Bear
    Core
    Monster 1
    Traits:
    Animal
    Veteran
    To Defeat:
    Combat 11+##
    OR Survival 6+#
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
    Campsite Card 6:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.

    Location #3: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Trail Card 1:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Trail Card 2:
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Trail Card 3:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
    Trail Card 4:
    Codex
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.
    Trail Card 5:
    Snake
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Trail Card 6:
    Swamp Ooze
    Core
    Monster 1
    Traits:
    Acid
    Ooze
    To Defeat:
    Combat 9
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.
    Trail Card 7:
    Bandit
    Core
    Story Bane 0
    Traits:
    Bandit
    Human
    To Defeat:
    Combat 9+##
    OR Banish A Random Boon
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.
    Trail Card 8:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Trail Card 9:
    Symbol Of Sleep
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
    Trail Card 10:
    Goblin Troublemaker
    Core
    Monster 0
    Traits:
    Goblin
    To Defeat:
    Combat 9
    Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
    1. Suffer 1d4-1 Ranged Combat damage.
    2. Suffer 1 Fire damage.
    3. Suffer the scourge Poisoned.
    4. Recharge a card.

    Location #4: Bridge
    Urban
    At This Location: Non-story banes cannot be evaded.
    When Closing: Bury an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Bridge Card 1:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Bridge Card 2:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Bridge Card 3:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
    Bridge Card 4:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
    Bridge Card 5:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    Bridge Card 6:
    Cat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
    Bridge Card 7:
    Divine Insight
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
    Bridge Card 8:
    Dire Badger
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Perception
    Survival 6
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.
    Bridge Card 9:
    Keen Rapier
    Core
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 9
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    Bridge Card 10:
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #5: Ravine
    Underground
    Wild
    At This Location: The difficulty of combat checks is increased by #.
    When Closing: Bury a random card.
    When Permanently Closed: You may heal a buried card.
    M: 3 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Radovan/AbrahamZ, Ranzak/JohnF, None
    Ravine Card 1:
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
    Ravine Card 2:
    Covering Heavy Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    When a local character suffers Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.
    Ravine Card 3:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.
    Ravine Card 4:
    Mace
    Core
    Weapon 0
    Traits:
    Mace
    Melee To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
    Ravine Card 5:
    Gem Of Physical Prowess
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
    Ravine Card 6:
    Henchman Proxy A3
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Ravine Card 7:
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Ravine Card 8:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Ravine Card 9:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

  • Dark Archive

    deck handler

    Discard of BotE noted. Hour Power: No effect.

    "Thanks. Hang on to this, We want to keep you healthy."
    Pass Korundo Amulet of Life. Pass it back on your turn if you want.

    Enora continues to explore the Campsite for Wolves.

    Campsite Card 1: Allying Dart:

    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.

    Enora spots a dart but has no time for bar games. banished.

    She decides to sit by the fire a moment and think.

    Heal BotE, refresh hand, end turn.

    Enora wrote:

    Hand: Remove Curse, Mind Thrust, Chronicler, Spellbook, Codex, Force Missile Core aq,

    Displayed:
    Deck: 8 Discard: 1 Buried: 0
    "Current Location: Campsite
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the Ravine if my location closes.
    Other: Hi I'm Enora! Please bot me if I need to Guard my location!"

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    "Arcane Intelligence +1"
    Craft Intelligence +1
    "Knowledge Intelligence +3"
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: X
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Arcane Light Armor X
    POWERS:
    When you attempt a check to acquire a spell (☐ or an item), you may use your Knowledge skill in place of any listed skill.
    After you play a spell, you may recharge a random spell from your discard pile.
    Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☐ or any character at your location) to 0.

    Grand Lodge

    Deck upgrade preferences: Ally, Weapon, Spell. Deck Handler

    During Enora's turn, Korundo receives Amulet of Life from Enora.

    Starting Korundo's turn. It is the hour of Orison.

    At the start of his turn, Korundo continues to choose the feat to increase his Hand Size to 5.

    During Korundo's give a card step, he gives Enora his Amulet of Life back.

    "Thanks, but I already have a charm protecting me" - he says pointing to a crude necklace from which a small blood vial hangs. "You might need it more than me."

    During his move step, Korundo will move to the Ravine to join the others.

    "This place is lookin' safe 'nuff for now. I'll follow the tracks I spotted earlier. Keep out of trouble, kid!"

    At the Ravine, Korundo will explore to encounter Ravine Card 1: Mirror Image. Ugh. Sorry guys, Korundo can't make an Intelligence 9 check. Mirror Image is banished.

    Then, Korundo will banish Call Animal to draw Crow from his deck. He will discard Fox to explore again and encounter Card 2: Covering Heavy Shield. I love this one. Korundo will recharge his Crow to add +1d6 to his Check to Acquire.

    CtA Constitution 7: 1d10 + 1d6 ⇒ (6) + (4) = 10

    After the encounter, since he didn't encounter a monster, Korundo moves back to the Campsite.

    Korundo ends his turn. When he does, he heals a card using the Campsite's power: Fox.

    Korundo attempts to recover all cards in his Recovery pile.
    Call Animal: Divine 6: 1d8 + 3 ⇒ (2) + 3 = 5 -> Call Animal discarded.

    Korundo resets his hand.

    Korundo wrote:

    Hand: Naginata, Covering Heavy Shield, Desna's Star, Falcon, Blood Periapt,

    Displayed: Gambeson, White Tiger,
    Deck: 9 Discard: 1 Buried: 0
    Current Location: Campsite
    Hero Points: 0
    NOTES:
    Available Support: If local: reveal covering heavy shield to reduce Combat damage dealt to you by 1. Ask me to discard Falcon and examine your location.
    Movement: Ravine
    Other: Currently selected feat: Hand size 5. White Tiger is giving Korundo Dexterity: Acrobatics +2

    Skills and Powers:
    SKILLS

    Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d10 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Divine: Wisdom +3
    Survival: Wisdom +2
    Charisma d4 ☐ +1 ☐ +2

    Favored Card: Ally or Spell
    Hand Size: 4 ☐ 5 ☐ 6
    Proficiencies:
    Divine, Weapons, ☐Armor
    POWERS:
    At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
    For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (☐ After the roll, you may additionally recharge that card to add its adventure deck number.)
    ☐ Add 1d4 to your check that invokes the Animal trait.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    On Ranzak's turn: Radovan evades a summoned ghoul.

    It is the hour of Saranrae's Light. When this is the hour: When you heal, you may heal an additional card.

    Radovan takes advantage of the blessings of Saranrae to pause for a moment to catch his breath.

    Scenario power and hour power - Heal: 1d4 + 1 ⇒ (2) + 1 = 3

    Discard Appleslayer to move (but move to same location, Ravine), then examine, then explore

    Ravine 3 - Evoker:

    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 2. Cold 3. Electricity 4. Fire 5. Force 6. Poison
    Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.

    Evoker random trait: 1d6 ⇒ 4 Evoker gains Fire trait and does Fire dmg.
    BYA, random PC, 1 is Radovan, 2 is Ranzak: 1d2 ⇒ 1 BYA Radovan takes 1 Fire dmg; Radovan power: display random monster (Boggart, monster 1) on Quang devil form; Radovan power: fire dmg is reduced by 1 to 0.
    Banish Noxious Bomb
    Radovan power adds 2d4
    Combat 10+1+1: 1d8 + 2d6 + 2d4 ⇒ (3) + (1, 3) + (4, 3) = 14 Evoker is banished
    Shuffle pistol?: 1d12 ⇒ 12 Pistol is not shuffled
    AYA: 1d4 ⇒ 4 Bury Red Leather to reduce dmg to 0

    Discard Quartermaster to explore Ravine 4

    Mace:

    Core
    Weapon 0
    Traits:
    Mace
    Melee To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.

    Str 4: 1d8 ⇒ 8 Mace is acquired and displayed on Quang

    End turn and reset hand

    Radovan wrote:

    Hand: Pistol, Thieves' Tools, Kama, Rochin, Blessing of the Quartermaster 3,

    Displayed: Boggart (Quang 1), Mace (Quang 0),
    Deck: 7 Discard: 2 Buried: 1
    Current Location: The Ravine
    Hero Points: 0
    NOTES:
    Available Support: BotQuartermaster

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dex +2
    Stealth: Dex +2
    Acrobatics: Dex +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Cha +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    At the start of the scenario, display any 1 devil form (Quang) (☐ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
    Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
    Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.
    Quang: you may evade your encounter.
    Quang: When you acquire a boon, you may display it next to this card.
    Quang: On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.


    During This Adventure: =
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT

    During This Scenario:

  • Instead of your first exploration of your turn, you may heal 1d4 cards.

    Additional Rules: =
    THREAT LIST:

  • Danger: Rescue
  • Villain: Bandit (Silas Gribb)
  • Closing Henchmen: Dire Wolves-Proxy A

    Scenario Level (#): 1

    Turn: 12, Ranzak/JohnF

    Random Cards:

    Monsters
    Spoiler:
    Werewolf
    Core
    Monster 1
    Traits:
    Lycanthrope
    To Defeat:
    Combat 11
    OR Knowledge 7
    If the hour's level is 0, the difficulty to defeat is increased by 3.
    If undefeated, suffer the scourge Wounded and end your turn.

    Spoiler:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.

    Spoiler:
    Dire Boar
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 10
    THEN Combat 11
    When you would reveal a Melee weapon on the check to defeat, recharge it instead.
    If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.

    Spoiler:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Spoiler:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.

    Barriers
    Spoiler:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

    Spoiler:
    Haughty Nobles
    Core
    Barrier 1
    Traits:
    Cache
    Task
    To Defeat:
    Charisma
    Diplomacy 6+#
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.

    Spoiler:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Spoiler:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Spoiler:
    Evil Eye
    Core
    Barrier 0
    Traits:
    Curse
    Magic
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Knowledge
    Stealth 8+#
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.

    Weapons
    Spoiler:
    Heavy Crossbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reload to use Dexterity or Ranged + 1d10.
    On a distant combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.

    Spoiler:
    Returning Throwing Axe
    Core
    Weapon 1
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 10
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Starknife
    Core
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 6
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Quarterstaff
    Core
    Weapon 0
    Traits:
    2-Handed
    Bludgeoning
    Melee
    Staff To Acquire:
    Strength
    Melee 4
    For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
    Discard to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    Spoiler:
    Soothing Word
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Healing
    Magic To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 6
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.

    Spoiler:
    Deflect
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spoiler:
    Invisibility
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 7
    When a local character encounters a monster, banish; they evade it.
    On a local Stealth check, banish to add 2d10.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Spoiler:
    Commune
    Core
    Spell 1
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 12
    Banish to draw a new blessing.
    DURING RECOVERY
    If proficient, you may bury this card.

    Spoiler:
    Detect Magic
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 3
    Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.

    Armors
    Spoiler:
    Helm
    Core
    Armor 0
    Traits:
    Heavy Armor
    Helm To Acquire:
    Constitution
    Fortitude 4
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.

    Spoiler:
    Spiked Breastplate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Spoiler:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Spiked Half-plate
    Core
    Armor 1
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Spoiler:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Items
    Spoiler:
    Cape Of Escape
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Spoiler:
    Acid Flask
    Core
    Item 0
    Traits:
    Acid
    Alchemical
    Attack
    Liquid To Acquire:
    Intelligence
    Craft 4
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
    On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Spoiler:
    Luckstone
    Core
    Item 0
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Survival 6
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.

    Spoiler:
    Sacred Candle
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Divine 10
    Bury to draw the hour. You may not play this during an encounter.

    Spoiler:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Allies
    Spoiler:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.

    Spoiler:
    Fox
    Core
    Ally 1
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

    Spoiler:
    Crow
    Core
    Ally 1
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    Spoiler:
    Soldier
    Core
    Ally 0
    Traits:
    Human
    Soldier To Acquire:
    Charisma
    Diplomacy
    Melee 4
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.

    Spoiler:
    Teamster
    Core
    Ally 0
    Traits:
    Hireling
    Human To Acquire:
    Strength
    Charisma
    Diplomacy 5
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.

    Blessings
    Spoiler:
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Spoiler:
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Spoiler:
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Spoiler:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Spoiler:
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.

    Hour Power: No effect.

    Top of Blessing Discard Pile:

    Orison:
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.

    Blessings Remaining: 18

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Ranzak/JohnF
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.
    Spoiler:
    Blessings Deck Card 2 Korundo/Akaitora
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Spoiler:
    Blessings Deck Card 3 Radovan/AbrahamZ
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 4 Ranzak/JohnF
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 5 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 6 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 7 Radovan/AbrahamZ
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 8 Ranzak/JohnF
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 9 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 10 Korundo/Akaitora
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 11 Radovan/AbrahamZ
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 12 Ranzak/JohnF
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 13 Enora/Bigguyinblack
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 14 Korundo/Akaitora
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 15 Radovan/AbrahamZ
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Spoiler:
    Blessings Deck Card 16 Ranzak/JohnF
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 17 Enora/Bigguyinblack
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 18 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Location #1: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, None

    Campsite Card 1:
    Spyglass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.
    Campsite Card 2:
    Quarterstaff Of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Campsite Card 3:
    Henchman Proxy A2
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Campsite Card 4:
    Cave Bear
    Core
    Monster 1
    Traits:
    Animal
    Veteran
    To Defeat:
    Combat 11+##
    OR Survival 6+#
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
    Campsite Card 5:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.

    Location #3: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Trail Card 1:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Trail Card 2:
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Trail Card 3:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
    Trail Card 4:
    Codex
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.
    Trail Card 5:
    Snake
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Trail Card 6:
    Swamp Ooze
    Core
    Monster 1
    Traits:
    Acid
    Ooze
    To Defeat:
    Combat 9
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.
    Trail Card 7:
    Bandit
    Core
    Story Bane 0
    Traits:
    Bandit
    Human
    To Defeat:
    Combat 9+##
    OR Banish A Random Boon
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.
    Trail Card 8:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Trail Card 9:
    Symbol Of Sleep
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
    Trail Card 10:
    Goblin Troublemaker
    Core
    Monster 0
    Traits:
    Goblin
    To Defeat:
    Combat 9
    Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
    1. Suffer 1d4-1 Ranged Combat damage.
    2. Suffer 1 Fire damage.
    3. Suffer the scourge Poisoned.
    4. Recharge a card.

    Location #4: Bridge
    Urban
    At This Location: Non-story banes cannot be evaded.
    When Closing: Bury an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Bridge Card 1:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Bridge Card 2:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Bridge Card 3:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
    Bridge Card 4:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
    Bridge Card 5:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    Bridge Card 6:
    Cat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
    Bridge Card 7:
    Divine Insight
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
    Bridge Card 8:
    Dire Badger
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Perception
    Survival 6
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.
    Bridge Card 9:
    Keen Rapier
    Core
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 9
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    Bridge Card 10:
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #5: Ravine
    Underground
    Wild
    At This Location: The difficulty of combat checks is increased by #.
    When Closing: Bury a random card.
    When Permanently Closed: You may heal a buried card.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Radovan/AbrahamZ, Ranzak/JohnF, None
    Ravine Card 1:
    Gem Of Physical Prowess
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
    Ravine Card 2:
    Henchman Proxy A3
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Ravine Card 3:
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.
    Ravine Card 4:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Ravine Card 5:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.


  • Goblin Pirate Deck Handler

    Ranzak explores at the Ravine, finding a very shiny gem!

    Asking Radovan to bless the check
    Dexterity 11: 2d10 + 1 + 1d4 ⇒ (10, 1) + 1 + (3) = 15 Success!

    Ranzak acquired a boon Explore 3: 1d6 ⇒ 6 - Ranzak must explore again

    As Ranzak picks up the gem, he spots a Dire Wolf heading for him! Yikes!
    Can't be evaded, and combat difficulty is increased by 3 (with no support available)

    Using (and burying) Arquebus to fight the Wolf Combat 12+3=15: 1d10 + 1 + 1d8 + 1d10 ⇒ (5) + 1 + (6) + (8) = 20 The wolf is defeated.

    To close, bury a random card 1d7 ⇒ 4 - Blood Periapt.

    Location closing power: Heal a buried card. I assume I get to choose, and choose Arquebus.
    If not, I'll roll 1d2 (1 => Arquebus, 2 => Blood Periapt) and fix up my hand

    As the Ravine closes, we get to move again. Ranzak will head to the Trail (I assume Radovan joins Ranzak there).

    End turn; Reset hand, drawing Arquebus!!

    Ranzak wrote:

    Hand: Arquebus, Hand Crossbow #1, Stalking Armor, Alchemist's Fire, Gem of Physical Prowess +, Thieves' Tools*, Retriever,

    Displayed:
    Deck: 7 Discard: 1 Buried: 1
    Current Location: Ravine
    Hero Points: 1
    NOTES:
    Available Support: Blessings generally available
    Other: Starred boons have been updated to the new versions

    Skills and Powers:
    SKILLS

    Strength d4 ☐ +1 ☐ +2 ☐ +3
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3
    Disable: Dexterity +1
    Stealth: Dexterity +1
    Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fortitude: Constitution +1
    Intelligence d4 ☐ +1
    Wisdom d4 ☐ +1
    Survival: Wisdom +3
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: None
    Hand Size: 7 ☐ 8 ☐ 9
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    If there is another character at your location you may evade a bane; a random other character at your location encounters it instead.
    Add 1d4 (☐ +1) to your check to acquire a boon.
    When you acquire a boon on your turn, roll 1d6; on a (☑ 2,) 3, 4, 5, or 6, explore your location.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    Use of BotQ noted. Radovan also moves with Ranzak to the Trail.


    The blessings turn order bug should be fixed.

    ===================

    During This Adventure: =
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT

    During This Scenario:

  • Instead of your first exploration of your turn, you may heal 1d4 cards.

    Additional Rules: =
    THREAT LIST:

  • Danger: Rescue
  • Villain: Bandit (Silas Gribb)
  • Closing Henchmen: Dire Wolves-Proxy A

    Scenario Level (#): 1

    Turn: 13, Enora/Bigguyinblack

    Random Cards:

    Monsters
    Spoiler:
    Werewolf
    Core
    Monster 1
    Traits:
    Lycanthrope
    To Defeat:
    Combat 11
    OR Knowledge 7
    If the hour's level is 0, the difficulty to defeat is increased by 3.
    If undefeated, suffer the scourge Wounded and end your turn.

    Spoiler:
    Giant Fly
    Core
    Monster 1
    Traits:
    Vermin
    To Defeat:
    Combat 10
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.

    Spoiler:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Spoiler:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.

    Spoiler:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

    Barriers
    Spoiler:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

    Spoiler:
    Shrieky Plant
    Core
    Barrier 1
    Traits:
    Obstacle
    Plant
    To Defeat:
    Wisdom
    Perception 8
    OR Stealth
    Survival 6
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Spoiler:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Spoiler:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Spoiler:
    Mob Of Undead
    Core
    Barrier 1
    Traits:
    Skirmish
    Undead
    To Defeat:
    None 0
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

    Weapons
    Spoiler:
    Longbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Dogslicer
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 7
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
    If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.

    Spoiler:
    Starknife
    Core
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 6
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Heavy Crossbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reload to use Dexterity or Ranged + 1d10.
    On a distant combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Throwing Axe
    Core
    Weapon 0
    Traits:
    Axe
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 6
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
    If proficient, on a local combat check, freely discard to add 1d6.
    You may use this power even if you have previously revealed this card on this check.

    Spells
    Spoiler:
    Knock
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Spoiler:
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

    Spoiler:
    Deflect
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spoiler:
    Commune
    Core
    Spell 1
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 12
    Banish to draw a new blessing.
    DURING RECOVERY
    If proficient, you may bury this card.

    Spoiler:
    Enhance
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Veteran To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Freely display next to a local character and choose a skill. While displayed:
    * On their checks using that skill, add 1+#.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Armors
    Spoiler:
    Leather Armor
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Full Plate
    Core
    Armor 1
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 9
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Magic Leather Armor
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Spiked Half-plate
    Core
    Armor 1
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Spoiler:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Items
    Spoiler:
    Blast Stone
    Core
    Item 0
    Traits:
    Alchemical
    Object To Acquire:
    Intelligence
    Craft 4
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Spoiler:
    Compass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Survival 4
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.

    Spoiler:
    Luckstone
    Core
    Item 0
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Survival 6
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.

    Spoiler:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Spoiler:
    Sacred Candle
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Divine 10
    Bury to draw the hour. You may not play this during an encounter.

    Allies
    Spoiler:
    Clockwork Servant
    Core
    Ally 1
    Traits:
    Construct To Acquire:
    Intelligence
    Craft 6
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.

    Spoiler:
    Soldier
    Core
    Ally 0
    Traits:
    Human
    Soldier To Acquire:
    Charisma
    Diplomacy
    Melee 4
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.

    Spoiler:
    Horse
    Core
    Ally 0
    Traits:
    Animal
    Mount To Acquire:
    Wisdom
    Charisma
    Survival 3
    Recharge to move. You may not use this power during an encounter.
    Discard to explore. This exploration, on your first check, add 1d4.

    Spoiler:
    Bat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Perception
    Survival 4
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    Spoiler:
    Porcupine
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Fortitude
    Survival 5
    On a local check against an Animal monster, recharge to add 1d8.
    Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.

    Blessings
    Spoiler:
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.

    Spoiler:
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Spoiler:
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Spoiler:
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Spoiler:
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Hour Power: On each check, the first blessing played to bless may be played freely.

    Top of Blessing Discard Pile:

    Desna's Freedom:
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Blessings Remaining: 17

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Korundo/Akaitora
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Radovan/AbrahamZ
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Ranzak/JohnF
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Radovan/AbrahamZ
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Ranzak/JohnF
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Korundo/Akaitora
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Radovan/AbrahamZ
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Ranzak/JohnF
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Enora/Bigguyinblack
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Korundo/Akaitora
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Radovan/AbrahamZ
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Ranzak/JohnF
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Enora/Bigguyinblack
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Location #1: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, None

    Campsite Card 1:
    Spyglass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.
    Campsite Card 2:
    Quarterstaff Of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Campsite Card 3:
    Henchman Proxy A2
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Campsite Card 4:
    Cave Bear
    Core
    Monster 1
    Traits:
    Animal
    Veteran
    To Defeat:
    Combat 11+##
    OR Survival 6+#
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
    Campsite Card 5:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.

    Location #3: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Radovan/AbrahamZ, Ranzak/JohnF, None
    Trail Card 1:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    Trail Card 2:
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Trail Card 3:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
    Trail Card 4:
    Codex
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.
    Trail Card 5:
    Snake
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Trail Card 6:
    Swamp Ooze
    Core
    Monster 1
    Traits:
    Acid
    Ooze
    To Defeat:
    Combat 9
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.
    Trail Card 7:
    Bandit
    Core
    Story Bane 0
    Traits:
    Bandit
    Human
    To Defeat:
    Combat 9+##
    OR Banish A Random Boon
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.
    Trail Card 8:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Trail Card 9:
    Symbol Of Sleep
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
    Trail Card 10:
    Goblin Troublemaker
    Core
    Monster 0
    Traits:
    Goblin
    To Defeat:
    Combat 9
    Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
    1. Suffer 1d4-1 Ranged Combat damage.
    2. Suffer 1 Fire damage.
    3. Suffer the scourge Poisoned.
    4. Recharge a card.

    Location #4: Bridge
    Urban
    At This Location: Non-story banes cannot be evaded.
    When Closing: Bury an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Bridge Card 1:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Bridge Card 2:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Bridge Card 3:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
    Bridge Card 4:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
    Bridge Card 5:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    Bridge Card 6:
    Cat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
    Bridge Card 7:
    Divine Insight
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
    Bridge Card 8:
    Dire Badger
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Perception
    Survival 6
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.
    Bridge Card 9:
    Keen Rapier
    Core
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 9
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    Bridge Card 10:
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

  • Dark Archive

    deck handler

    Hour Power: On each check, the first blessing played to bless may be played freely.

    Korundo seems to like the Campsite so Enora decides to join everyone else at the Trail in her hunt for wolves.

    Trail Card 1: Termite Swarm:

    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Instead of wolves she finds more bugs.

    Combat 10 +1 casting Mind Thrust, revealing Chronicler + Spellbook, including vulnerability: 1d12 + 2d6 + 8 ⇒ (4) + (2, 2) + 8 = 16

    She kills bugs with her mind.

    Enora ends their turn.

    Enora attempts to recover all cards in their Recovery pile.
    Mind Thrust: Enora #: 1d12 + 1d4 + 1 ⇒ (4) + (1) + 1 = 6 -> Mind Thrust discarded.

    Enora resets their hand.

    Enora wrote:

    Hand: Remove Curse, Chronicler, Spellbook, Codex, Amulet of Life, Force Missile Core aq,

    Displayed:
    Deck: 8 Discard: 2 Buried: 0
    "Current Location: Trail
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the Bridge if my location closes.
    Other: Hi I'm Enora! Please bot me if I need to Guard my location!"

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    "Arcane Intelligence +1"
    Craft Intelligence +1
    "Knowledge Intelligence +3"
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: X
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Arcane Light Armor X
    POWERS:
    When you attempt a check to acquire a spell (☐ or an item), you may use your Knowledge skill in place of any listed skill.
    After you play a spell, you may recharge a random spell from your discard pile.
    Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☐ or any character at your location) to 0.


    Goblin Pirate Deck Handler

    WPC at the ravine is random
    1d2 ⇒ 2 ... so the Blood Periapt is what got shuffled in.

    Ranzak wrote:

    Hand: Hand Crossbow #1, Stalking Armor, Alchemist's Fire, Blood Periapt, Gem of Physical Prowess +, Thieves' Tools*, Retriever,

    Displayed:
    Deck: 7 Discard: 1 Buried: 1
    Current Location: Ravine
    Hero Points: 1
    NOTES:
    Available Support: Blessings generally available
    Other: Starred boons have been updated to the new versions

    Skills and Powers:
    SKILLS

    Strength d4 ☐ +1 ☐ +2 ☐ +3
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3
    Disable: Dexterity +1
    Stealth: Dexterity +1
    Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fortitude: Constitution +1
    Intelligence d4 ☐ +1
    Wisdom d4 ☐ +1
    Survival: Wisdom +3
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: None
    Hand Size: 7 ☐ 8 ☐ 9
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    If there is another character at your location you may evade a bane; a random other character at your location encounters it instead.
    Add 1d4 (☐ +1) to your check to acquire a boon.
    When you acquire a boon on your turn, roll 1d6; on a (☑ 2,) 3, 4, 5, or 6, explore your location.

    Grand Lodge

    Deck upgrade preferences: Ally, Weapon, Spell. Deck Handler

    Starting Korundo's Turn. It's the hour of Nethys' Duality.

    At the start of his turn, Korundo will retain the increased hand size feat.

    During his move step, Korundo will move to the Trail, joining everyone else.

    Korundo explores to encounter Trail Card 2: Orison. Korundo automatically succeeds at the DC 2 Divine check with his 1d8+3, so Orison is acquired.

    Korundo will discard Falcon to explore again and encounter Card 3: Burning Tar. Before acting, everyone has to take 1 point of Fire Damage since we are all at the Trail. Korundo reveals his Covering Heavy Shield to reduce Fire damage by 2 to 0.

    For his check to defeat, Korundo will discard Orison to add a die. White Tiger, which is displayed, is currently giving Korundo Acrobatics: Dexterity +2, so he will use that.

    CtD Acrobatics 6+1: 2d6 + 2 ⇒ (4, 6) + 2 = 12

    Defeated! Since this location makes things harder when we are not all together, Korundo will stay at the trail.

    Korundo ends his turn. When he does, Korundo recharges Desna's Star to recharge a random card from his discard pile: Orison. Then he resets his hand.

    Korundo wrote:

    Hand: Naginata, Covering Heavy Shield, Cure, Camel, Blood Periapt,

    Displayed: Gambeson, White Tiger,
    Deck: 9 Discard: 2 Buried: 0
    Current Location: Trail
    Hero Points: 0
    NOTES:
    Available Support: If local: reveal covering heavy shield to reduce Combat damage dealt to you by 1. Ask me to use Cure on yourself, or feel free to use it if you have 4+ in discard.
    Movement: Ravine
    Other: Currently selected feat: Hand size 5. White Tiger is giving Korundo Dexterity: Acrobatics +2

    Skills and Powers:
    SKILLS

    Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d10 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Divine: Wisdom +3
    Survival: Wisdom +2
    Charisma d4 ☐ +1 ☐ +2

    Favored Card: Ally or Spell
    Hand Size: 4 ☐ 5 ☐ 6
    Proficiencies:
    Divine, Weapons, ☐Armor
    POWERS:
    At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
    For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (☐ After the roll, you may additionally recharge that card to add its adventure deck number.)
    ☐ Add 1d4 to your check that invokes the Animal trait.

    Dark Archive

    deck handler

    Enora will discard Amulet of Life to prevent the 1 fire damage to her.

    Amulet of Life: Enora 7: 1d12 + 1d4 + 1 ⇒ (10) + (2) + 1 = 13 -> Amulet of Life recharged.


    Ranzak and Radovan take 1 Fire Damage each...
    Radovan, however, has resistance to such damage, and so he takes 0 and draws a new monster for his Devil Form.

    ======================================

    During This Adventure: =
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT

    During This Scenario:

  • Instead of your first exploration of your turn, you may heal 1d4 cards.

    Additional Rules: =
    THREAT LIST:

  • Danger: Rescue
  • Villain: Bandit (Silas Gribb)
  • Closing Henchmen: Dire Wolves-Proxy A

    Scenario Level (#): 1

    Turn: 15, Radovan/AbrahamZ

    Random Cards:

    Monsters
    Spoiler:
    Dire Boar
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 10
    THEN Combat 11
    When you would reveal a Melee weapon on the check to defeat, recharge it instead.
    If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.

    Spoiler:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

    Spoiler:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.

    Spoiler:
    Attic Whisperer
    Core
    Monster 1
    Traits:
    Mental
    Undead
    To Defeat:
    Combat 13
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.

    Spoiler:
    Crocodile
    Core
    Monster 1
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 11
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.

    Barriers
    Spoiler:
    Brawl
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Strength
    Dexterity
    Melee 4+#
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.

    Spoiler:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.

    Spoiler:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.

    Spoiler:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

    Spoiler:
    Door Spike
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Wisdom
    Disable
    Perception 8
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    Weapons
    Spoiler:
    Longbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Rapier
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 5
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.

    Spoiler:
    Returning Throwing Axe
    Core
    Weapon 1
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 10
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Shortbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 5
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
    If proficient, on another character's combat check, freely discard to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 11
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    Spoiler:
    Fiery Glare
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic To Acquire:
    Intelligence
    Arcane 5
    OR Wisdom
    Divine 7
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.

    Spoiler:
    Commune
    Core
    Spell 1
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 12
    Banish to draw a new blessing.
    DURING RECOVERY
    If proficient, you may bury this card.

    Spoiler:
    Knock
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Spoiler:
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

    Spoiler:
    Sleep
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Magic
    Mental To Acquire:
    Intelligence
    Arcane 7
    When a local character encounters a monster, banish; they evade it.
    On a local check against a monster or an ally, banish to add 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Armors
    Spoiler:
    Armor Of Insults
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Diplomacy
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * To avenge, you may discard a card.

    Spoiler:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Hide Armor
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude
    Survival 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

    Spoiler:
    Leather Armor
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Items
    Spoiler:
    Luckstone
    Core
    Item 0
    Traits:
    Magic
    Object To Acquire:
    Wisdom
    Survival 6
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.

    Spoiler:
    Blast Stone
    Core
    Item 0
    Traits:
    Alchemical
    Object To Acquire:
    Intelligence
    Craft 4
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Spoiler:
    Elixir Of Healing
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 4
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Spoiler:
    Crowbar
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Strength
    Melee 3
    On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

    Spoiler:
    Thieves' Tools
    Core
    Item 0
    Traits:
    Tool To Acquire:
    Dexterity
    Disable 4
    On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

    Allies
    Spoiler:
    Soldier
    Core
    Ally 0
    Traits:
    Human
    Soldier To Acquire:
    Charisma
    Diplomacy
    Melee 4
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.

    Spoiler:
    Porcupine
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Fortitude
    Survival 5
    On a local check against an Animal monster, recharge to add 1d8.
    Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.

    Spoiler:
    Crow
    Core
    Ally 1
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    Spoiler:
    Droogami
    Core
    Ally 1
    Traits:
    Animal
    Owner: Lini To Acquire:
    Wisdom
    Survival 6
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card's owner, recharge it instead. You may not use this power during an encounter.

    Spoiler:
    Acolyte
    Core
    Ally 0
    Traits:
    Cleric
    Human To Acquire:
    Charisma
    Diplomacy
    Divine 4
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.

    Blessings
    Spoiler:
    Irori's Mastery
    Core
    Blessing 1
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire:
    Acrobatics
    Divine
    Fortitude 4+#
    On your check, recharge to bless.
    Discard to explore.

    Spoiler:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Spoiler:
    Cayden Cailean's Revelry
    Core
    Blessing 1
    Traits:
    Deity: Cayden Cailean
    Divine
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire:
    Charisma
    Divine
    Fortitude 4+#
    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.

    Spoiler:
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.

    Spoiler:
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Hour Power: On your check against an Outsider card, add 1d4.

    Top of Blessing Discard Pile:

    Iomedae's Justice:
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Blessings Remaining: 15

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Ranzak/JohnF
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Radovan/AbrahamZ
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Ranzak/JohnF
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Korundo/Akaitora
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Radovan/AbrahamZ
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Ranzak/JohnF
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Enora/Bigguyinblack
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Korundo/Akaitora
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Radovan/AbrahamZ
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Ranzak/JohnF
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Enora/Bigguyinblack
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Location #1: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Campsite Card 1:
    Spyglass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.
    Campsite Card 2:
    Quarterstaff Of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Campsite Card 3:
    Henchman Proxy A2
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Campsite Card 4:
    Cave Bear
    Core
    Monster 1
    Traits:
    Animal
    Veteran
    To Defeat:
    Combat 11+##
    OR Survival 6+#
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
    Campsite Card 5:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.

    Location #3: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, Radovan/AbrahamZ, Ranzak/JohnF, None
    Trail Card 1:
    Codex
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.
    Trail Card 2:
    Snake
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Trail Card 3:
    Swamp Ooze
    Core
    Monster 1
    Traits:
    Acid
    Ooze
    To Defeat:
    Combat 9
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.
    Trail Card 4:
    Bandit
    Core
    Story Bane 0
    Traits:
    Bandit
    Human
    To Defeat:
    Combat 9+##
    OR Banish A Random Boon
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.
    Trail Card 5:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Trail Card 6:
    Symbol Of Sleep
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
    Trail Card 7:
    Goblin Troublemaker
    Core
    Monster 0
    Traits:
    Goblin
    To Defeat:
    Combat 9
    Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
    1. Suffer 1d4-1 Ranged Combat damage.
    2. Suffer 1 Fire damage.
    3. Suffer the scourge Poisoned.
    4. Recharge a card.

    Location #4: Bridge
    Urban
    At This Location: Non-story banes cannot be evaded.
    When Closing: Bury an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Bridge Card 1:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Bridge Card 2:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Bridge Card 3:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
    Bridge Card 4:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
    Bridge Card 5:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    Bridge Card 6:
    Cat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
    Bridge Card 7:
    Divine Insight
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
    Bridge Card 8:
    Dire Badger
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Perception
    Survival 6
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.
    Bridge Card 9:
    Keen Rapier
    Core
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 9
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    Bridge Card 10:
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

  • Shadow Lodge

    Gentleman, Race: Grand Prix of Absalom, Middle Class

    Ranzak Discards Blood Periapt to reduce fire damage.
    Recovery? Fortitude 6: 1d12 + 1 ⇒ (4) + 1 = 5 - nope. Discarded.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    On Kurundo's turn... Radovan power: fire damage is reduced by 1 to 0; draw random monster - Dire Boar (1) and place on Quang.

    Radovan walks through the burning tar, laughing. The demon Quang whispers in his mind, Yes, yesssss, it burns so nicely.

    It is the hour of Iomedae's Justice. When this is the hour: On your check against an Outsider card, add 1d4.

    Free exploration: Trail 1

    Codex :

    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.

    Bury Mace from Quang
    Int 5: 1d4 + 1d6 ⇒ (3) + (1) = 4 Codex is banished

    Radovan spies some sort of tome and tries to offer it to his demonic muse but she is uninterested in such trifles.

    End turn, reset hand.

    Radovan wrote:

    Hand: Pistol, Kama, Rochin, Thieves' Tools, Blessing of the Quartermaster 1,

    Displayed: Boggart (Quang 1), Dire Boar (Quang 1),
    Deck: 7 Discard: 2 Buried: 2
    Current Location: Trail
    Hero Points: 0
    NOTES:
    Available Support: BotQ

    Skills and Powers:
    SKILLS

    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Disable: Dex +2
    Stealth: Dex +2
    Acrobatics: Dex +2
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Cha +2

    Favored Card: Ally
    Hand Size: 5 ☐ 6 ☐ 7
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    At the start of the scenario, display any 1 devil form (Quang) (☐ or 2 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
    Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
    Reduce Fire, Poison, or Ranged Combat damage dealt to you (☐ or to a character at your location) by 1.
    Quang: you may evade your encounter.
    Quang: When you acquire a boon, you may display it next to this card.
    Quang: On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.


    During This Adventure: =
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT

    During This Scenario:

  • Instead of your first exploration of your turn, you may heal 1d4 cards.

    Additional Rules: =
    THREAT LIST:

  • Danger: Rescue
  • Villain: Bandit (Silas Gribb)
  • Closing Henchmen: Dire Wolves-Proxy A

    Scenario Level (#): 1

    Turn: 16, Ranzak/JohnF

    Random Cards:

    Monsters
    Spoiler:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Spoiler:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.

    Spoiler:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.

    Spoiler:
    Wolf Pack
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Survival 6
    Before acting, a local character summons and encounters this monster.
    If the check to defeat has the Attack or Ranged trait, you may reroll.

    Spoiler:
    Azer
    Core
    Monster 1
    Traits:
    Elemental
    Fire
    Outsider
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.

    Barriers
    Spoiler:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.

    Spoiler:
    Razor Snare
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Survival 6
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Spoiler:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Spoiler:
    Ingratiating Minion
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Charisma
    Diplomacy
    Knowledge 7
    If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
    If defeated, examine the top card of your location; you may ignore effects that trigger when examined.

    Spoiler:
    Locked Door
    Core
    Barrier 1
    Traits:
    Lock
    Obstacle
    To Defeat:
    Strength
    Melee 10+#
    OR Disable 6+#
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Weapons
    Spoiler:
    Glorious Warhammer
    Core
    Weapon 1
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Recharge to examine the top card of your location.

    Spoiler:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 11
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Shortsword
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Sword To Acquire:
    Strength
    Stealth
    Melee 4
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.

    Spoiler:
    Giantbane Greataxe
    Core
    Weapon 1
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing To Acquire:
    Strength
    Melee 12
    For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Longbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    Spoiler:
    Invisibility
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 7
    When a local character encounters a monster, banish; they evade it.
    On a local Stealth check, banish to add 2d10.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Spoiler:
    Frostbite
    Core
    Spell 0
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic To Acquire:
    Intelligence
    Arcane 6
    OR Wisdom
    Divine 8
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

    Spoiler:
    Enchant Weapon
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spoiler:
    Deflect
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spoiler:
    Holy Light
    Core
    Spell 1
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 8
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Armors
    Spoiler:
    Full Plate
    Core
    Armor 1
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 9
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Spiked Breastplate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Spoiler:
    Chain Shirt
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 4
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Armor Of Insults
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Diplomacy
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * To avenge, you may discard a card.

    Spoiler:
    Hide Armor
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude
    Survival 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

    Items
    Spoiler:
    Elixir Of Healing
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 4
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Spoiler:
    Balmberry
    Core
    Item 0
    Traits:
    Alchemical
    Plant To Acquire:
    Wisdom
    Divine
    Survival 6
    On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    You may succeed at a Divine or Survival 8 check to recharge this card.

    Spoiler:
    Caltrops
    Core
    Item 0
    Traits:
    Object To Acquire:
    Dexterity
    Disable 4
    When a local character encounters a monster, discard; they evade it.

    Spoiler:
    Compass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Survival 4
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.

    Spoiler:
    Sage's Journal
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 6
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Allies
    Spoiler:
    Archer
    Core
    Ally 0
    Traits:
    Human
    Ranger To Acquire:
    Charisma
    Diplomacy
    Ranged 4
    On a local Dexterity or Ranged check, recharge to add 1d4.
    Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

    Spoiler:
    Crow
    Core
    Ally 1
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    Spoiler:
    Lookout
    Core
    Ally 0
    Traits:
    Elf
    Hireling To Acquire:
    Charisma
    Diplomacy
    Perception 5
    On a local Perception check, recharge to add 1d4.
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may evade your encounters.

    Spoiler:
    Acolyte
    Core
    Ally 0
    Traits:
    Cleric
    Human To Acquire:
    Charisma
    Diplomacy
    Divine 4
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.

    Spoiler:
    Sage
    Core
    Ally 0
    Traits:
    Arcanist
    Human To Acquire:
    Charisma
    Diplomacy
    Knowledge 4
    On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then shuffle the location, then you may explore.

    Blessings
    Spoiler:
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Spoiler:
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Spoiler:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Spoiler:
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Spoiler:
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Hour Power: When you heal, you may heal an additional card.

    Top of Blessing Discard Pile:

    Sarenrae's Light:
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.

    Blessings Remaining: 14

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Radovan/AbrahamZ
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Ranzak/JohnF
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Korundo/Akaitora
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Radovan/AbrahamZ
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Ranzak/JohnF
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Enora/Bigguyinblack
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Korundo/Akaitora
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Radovan/AbrahamZ
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Ranzak/JohnF
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Enora/Bigguyinblack
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Location #1: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Campsite Card 1:
    Spyglass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.
    Campsite Card 2:
    Quarterstaff Of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Campsite Card 3:
    Henchman Proxy A2
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Campsite Card 4:
    Cave Bear
    Core
    Monster 1
    Traits:
    Animal
    Veteran
    To Defeat:
    Combat 11+##
    OR Survival 6+#
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
    Campsite Card 5:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.

    Location #3: Trail
    Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, Radovan/AbrahamZ, Ranzak/JohnF, None
    Trail Card 1:
    Snake
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Trail Card 2:
    Swamp Ooze
    Core
    Monster 1
    Traits:
    Acid
    Ooze
    To Defeat:
    Combat 9
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.
    Trail Card 3:
    Bandit
    Core
    Story Bane 0
    Traits:
    Bandit
    Human
    To Defeat:
    Combat 9+##
    OR Banish A Random Boon
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.
    Trail Card 4:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Trail Card 5:
    Symbol Of Sleep
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
    Trail Card 6:
    Goblin Troublemaker
    Core
    Monster 0
    Traits:
    Goblin
    To Defeat:
    Combat 9
    Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
    1. Suffer 1d4-1 Ranged Combat damage.
    2. Suffer 1 Fire damage.
    3. Suffer the scourge Poisoned.
    4. Recharge a card.

    Location #4: Bridge
    Urban
    At This Location: Non-story banes cannot be evaded.
    When Closing: Bury an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None
    Bridge Card 1:
    Drowning Mud
    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
    Bridge Card 2:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Bridge Card 3:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
    Bridge Card 4:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
    Bridge Card 5:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    Bridge Card 6:
    Cat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
    Bridge Card 7:
    Divine Insight
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
    Bridge Card 8:
    Dire Badger
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Perception
    Survival 6
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.
    Bridge Card 9:
    Keen Rapier
    Core
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 9
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    Bridge Card 10:
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.


  • Goblin Pirate Deck Handler

    Ranzak notices that the whole party has reunited at the Trail.
    Eager to find something new to show off, he hunts around in the bushes and finds a Snake!

    A Survival check is an auto-succeed for Ranzak 1d4+3 Survival + 1d4 on any check to acquire

    Ranzak pounces on the Snake, and runs around waving it above his head.

    Forced Explore 3: 1d6 ⇒ 6

    Unfortunately while doing so he steps on a Swamp Ooze.
    Aaaargh! Nasty slimy thing!
    Using Hand Crossbow Combat 9: 1d10 + 1 + 1d6 ⇒ (8) + 1 + (4) = 13
    The Swamp Ooze is defeated. Unfortunately it splashes everybody here
    All local characters (that's everybody) must either recharge an armor or take 1 acid damage
    Ranzak recharges his Stalking Armor
    Discard Snake to explore again - it's the villain!

    BA: Recharge Alchemist's Fire

    As this is the villain, Ranzak request's Radovan's Blessing of the Quartermaster
    Using Hand Crossbow again (+1d4 from the Snake) Combat 9+##=11: 2d10 + 1 + 1d6 + 1d4 ⇒ (4, 1) + 1 + (4) + (4) = 14 - the villain is defeated!
    Well, the blessing didn't help much. Fortunately Ranzak rolled well enough

    The villain is defeated, so the Trail closes.
    Ranzak moves to the Campsite (and, presumably, Radovan does also)
    Enora moves to the Bridge. Maybe Korundo would move there as well?

    Ranzak ends his turn and resets his hand, drawing his Emerald of Dexterity, another Hand Crossbow, and a Blessing of the Samurai

    Ranzak wrote:

    Hand: Hand Crossbow #1, Hand Crossbow #2, Thieves' Tools*, Emerald of Dexterity, Gem of Physical Prowess +, Retriever, Blessing of the Samurai #2,

    Displayed:
    Deck: 6 Discard: 3 Buried: 1
    Current Location: Campsite
    Hero Points: 1
    NOTES:
    Available Support: Blessings generally available
    Other: Starred boons have been updated to the new versions

    Skills and Powers:
    SKILLS

    Strength d4 ☐ +1 ☐ +2 ☐ +3
    Dexterity d10 ☑ +1 ☐ +2 ☐ +3
    Disable: Dexterity +1
    Stealth: Dexterity +1
    Constitution d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Fortitude: Constitution +1
    Intelligence d4 ☐ +1
    Wisdom d4 ☐ +1
    Survival: Wisdom +3
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: None
    Hand Size: 7 ☐ 8 ☐ 9
    Proficiencies:
    Light Armors, Weapons
    POWERS:
    If there is another character at your location you may evade a bane; a random other character at your location encounters it instead.
    Add 1d4 (☐ +1) to your check to acquire a boon.
    When you acquire a boon on your turn, roll 1d6; on a (☑ 2,) 3, 4, 5, or 6, explore your location.

    Dark Archive

    deck handler

    Discard Remove Curse to acid dmg. Benefaction: When this is the hour: No effect.

    Now at the Bridge Enora has a look around but she wasn't watching her step and falls into some deep mud.

    Bridge Card 1: Drowning Mud:

    Core
    Barrier 1
    Traits:
    Obstacle
    To Defeat:
    Strength
    Survival 6
    OR Constitution
    Fortitude 8
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.

    discarding Ranzak's Blessing of the Samurai

    strength 6 discarding Ranzak's Blessing of the Samurai: 2d6 ⇒ (6, 2) = 8

    She pulls herself out, No worse for wear. But she does rest a moment.

    Enora wrote:

    Hand: Force Missile Core aq, Spellbook, Codex, Chronicler, Fire Snake, Cure,

    Displayed:
    Deck: 7 Discard: 3 Buried: 0
    "Current Location: Trail
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the Bridge if my location closes.
    Other: Hi I'm Enora! Please bot me if I need to Guard my location!"

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    "Arcane Intelligence +1"
    Craft Intelligence +1
    "Knowledge Intelligence +3"
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Arcane Light Armor X
    POWERS:
    When you attempt a check to acquire a spell (☐ or an item), you may use your Knowledge skill in place of any listed skill.
    After you play a spell, you may recharge a random spell from your discard pile.
    Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☐ or any character at your location) to 0.


    Villain escape handled.

    Ranzak may heal 2 cards from the Campsite (thanks to the Hour on his turn) if he wishes at the end of his turn.

    Radovan and Korundo must recharge an armor or take 1 Acid damage. Either way, a local character was dealt damage by a bane, and Radovan gets to display another monster to his Devil Form.

    =======================

    During This Adventure: =
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT

    During This Scenario:

  • Instead of your first exploration of your turn, you may heal 1d4 cards.

    Additional Rules: =
    THREAT LIST:

  • Danger: Rescue
  • Villain: Bandit (Silas Gribb)
  • Closing Henchmen: Dire Wolves-Proxy A

    Scenario Level (#): 1

    Turn: 18, Korundo/Akaitora

    Random Cards:

    Monsters
    Spoiler:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Spoiler:
    Dire Boar
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 10
    THEN Combat 11
    When you would reveal a Melee weapon on the check to defeat, recharge it instead.
    If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.

    Spoiler:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.

    Spoiler:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Spoiler:
    Cave Lizard
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 13
    OR Perception 6
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.

    Barriers
    Spoiler:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

    Spoiler:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

    Spoiler:
    Haughty Nobles
    Core
    Barrier 1
    Traits:
    Cache
    Task
    To Defeat:
    Charisma
    Diplomacy 6+#
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.

    Spoiler:
    Pit Trap
    Core
    Barrier 0
    Traits:
    Obstacle
    Trap
    To Defeat:
    Dexterity
    Acrobatics 6
    OR Wisdom
    Perception 8
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Spoiler:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Weapons
    Spoiler:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.

    Spoiler:
    Returning Throwing Axe
    Core
    Weapon 1
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 10
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Shortbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 5
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
    If proficient, on another character's combat check, freely discard to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Longbow
    Core
    Weapon 0
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Seeking Shortbow
    Core
    Weapon 1
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged
    Stealth 11
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    Spoiler:
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

    Spoiler:
    Revitalize
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    Banish to heal each local character a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spoiler:
    Levitate
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 5
    OR Wisdom
    Divine 6
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Spoiler:
    Detect Magic
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 3
    Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.

    Spoiler:
    Enchant Weapon
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Armors
    Spoiler:
    Armor Of Insults
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Diplomacy
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * To avenge, you may discard a card.

    Spoiler:
    Light Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 3
    When you suffer Combat damage, freely reveal to reduce it by 1.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Spiked Breastplate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Spoiler:
    Leather Armor
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Tower Shield
    Core
    Armor 1
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 6
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local combat check, freely discard to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Items
    Spoiler:
    Balmberry
    Core
    Item 0
    Traits:
    Alchemical
    Plant To Acquire:
    Wisdom
    Divine
    Survival 6
    On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    You may succeed at a Divine or Survival 8 check to recharge this card.

    Spoiler:
    Codex
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 5
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.

    Spoiler:
    Boots Of Friendly Terrain
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.

    Spoiler:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Spoiler:
    Sage's Journal
    Core
    Item 0
    Traits:
    Book To Acquire:
    Intelligence
    Knowledge 6
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Allies
    Spoiler:
    Guide
    Core
    Ally 0
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy 5
    On a local check to close or to guard, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to close your location, add 1d6.

    Spoiler:
    Sage
    Core
    Ally 0
    Traits:
    Arcanist
    Human To Acquire:
    Charisma
    Diplomacy
    Knowledge 4
    On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then shuffle the location, then you may explore.

    Spoiler:
    Mouse
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Stealth
    Survival 4
    On a local Dexterity or Stealth check, recharge to add 1d4.
    Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.

    Spoiler:
    Archer
    Core
    Ally 0
    Traits:
    Human
    Ranger To Acquire:
    Charisma
    Diplomacy
    Ranged 4
    On a local Dexterity or Ranged check, recharge to add 1d4.
    Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

    Spoiler:
    Dog
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 3
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    Blessings
    Spoiler:
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Spoiler:
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.

    Spoiler:
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Spoiler:
    Nethys's Duality
    Core
    Blessing 1
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: On your check against a spell, add 1d4. To Acquire:
    Intelligence
    Arcane
    Divine 4+#
    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.

    Spoiler:
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Hour Power: No effect.

    Top of Blessing Discard Pile:

    Prayer:
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Remaining: 12

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Radovan/AbrahamZ
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Ranzak/JohnF
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Korundo/Akaitora
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Radovan/AbrahamZ
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Ranzak/JohnF
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Enora/Bigguyinblack
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Korundo/Akaitora
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Radovan/AbrahamZ
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Ranzak/JohnF
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Enora/Bigguyinblack
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Location #1: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Radovan/AbrahamZ, Ranzak/JohnF, None

    Campsite Card 1:
    Cave Bear
    Core
    Monster 1
    Traits:
    Animal
    Veteran
    To Defeat:
    Combat 11+##
    OR Survival 6+#
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
    Campsite Card 2:
    Bandit
    Core
    Story Bane 0
    Traits:
    Bandit
    Human
    To Defeat:
    Combat 9+##
    OR Banish A Random Boon
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.
    Campsite Card 3:
    Quarterstaff Of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Campsite Card 4:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.
    Campsite Card 5:
    Henchman Proxy A2
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Campsite Card 6:
    Spyglass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.

    Location #4: Bridge
    Urban
    At This Location: Non-story banes cannot be evaded.
    When Closing: Bury an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, None
    Bridge Card 1:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
    Bridge Card 2:
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Bridge Card 3:
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Bridge Card 4:
    Dire Badger
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Perception
    Survival 6
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.
    Bridge Card 5:
    Divine Insight
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
    Bridge Card 6:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Bridge Card 7:
    Keen Rapier
    Core
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 9
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    Bridge Card 8:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    Bridge Card 9:
    Cat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
    Bridge Card 10:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.


  • Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    On Ranzak's turn, Radovan takes 1 acid dmg from the Swamp Ooze. Discard Kama. Draw random monster to put on Quang: Zombie (0). Discard of BotQ 1 noted. After the Trail closes, Radovan moves with Ranzak to the Campsite.

    Grand Lodge

    Deck upgrade preferences: Ally, Weapon, Spell. Deck Handler

    During Ranzak's turn, Korundo takes 1 Acid Damage from the Swamp Ooze. He reveals his Covering Heavy Shield to reduce the damage by 2 to 0. Since trail was closed, Korundo moves to the Bridge.

    Starting Korundo's turn. It is the hour of prayer.

    Korundo will explore to encounter Bridge Card 1: Spiked Volley. Despite having acrobatics from his White Tiger, Korundo can't make the Acrobatics 9 check on his own, so he fails. Korundo and Enora need to take 1d4 Combat Damage. Korundo is also wounded.

    Combat Damage: 1d4 ⇒ 1

    Korundo reveals his shield again to reduce the damage done to him to 0. Then, Korundo also reveals his shield to reduce Combat Damage to Enora by 1. Spiked Volley is undefeated and bridge is shuffled.

    After the encounter, since Korundo didn't encounter a monster, he may move using White Tiger. Korundo moves to Campsite.

    At the campsite, Korundo will discard Camel to explore again. He encounters Campsite Card 1: Cave Bear.

    BYA Survival 4: 1d10 + 2 ⇒ (2) + 2 = 4

    For his check to defeat, Korundo reveals his Naginata, which adds...

    Amount added to next combat check, largest of these dice: 2d8 ⇒ (1, 8) = 9
    CtD Combat, Melee 13: 1d10 + 2 + 8 ⇒ (8) + 2 + 8 = 18

    Cave Bear is banished! Before the end of his turn, Korundo is going to banish Cure on himself.

    Heal Korundo: 1d4 + 1 ⇒ (4) + 1 = 5

    At the end of his turn, Korundo would heal a card, but he chooses to instead remove the "Wounded" scourge. Then he attempts to recharge Cure.

    Recharge Cure, Divine 8: 1d8 + 3 ⇒ (3) + 3 = 6

    Finally, Korundo resets his hand.

    Korundo wrote:

    Hand: Naginata, Covering Heavy Shield, Blessing of the Ancients 1, Crow, Blood Periapt,

    Displayed: Gambeson, White Tiger,
    Deck: 10 Discard: 1 Buried: 0
    Current Location: Campsite
    Hero Points: 0
    NOTES:
    Available Support: If local: reveal covering heavy shield to reduce Combat damage dealt to you by 1. Blessings for check to close, check against villain or henchman, or ask me if for something else.
    Movement: Bridge
    Other: Currently selected feat: Hand size 5. White Tiger is giving Korundo Dexterity: Acrobatics +2

    Skills and Powers:
    SKILLS

    Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d10 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1
    Wisdom d8 ☐ +1 ☐ +2 ☐ +3
    Divine: Wisdom +3
    Survival: Wisdom +2
    Charisma d4 ☐ +1 ☐ +2

    Favored Card: Ally or Spell
    Hand Size: 4 ☐ 5 ☐ 6
    Proficiencies:
    Divine, Weapons, ☐Armor
    POWERS:
    At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
    For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (☐ After the roll, you may additionally recharge that card to add its adventure deck number.)
    ☐ Add 1d4 to your check that invokes the Animal trait.

    Dark Archive

    deck handler

    combat dmg: 1d4 ⇒ 2 Enora discards Cure to the damage.

    Enora wrote:

    Hand: Force Missile Core aq, Spellbook, Codex, Chronicler, Fire Snake,

    Displayed:
    Deck: 7 Discard: 4 Buried: 0
    "Current Location: Bridge
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the Campsite if my location closes.
    Other: Hi I'm Enora! Please bot me if I need to Guard my location!"

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d12 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    "Arcane Intelligence +1"
    Craft Intelligence +1
    "Knowledge Intelligence +3"
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Arcane Light Armor X
    POWERS:
    When you attempt a check to acquire a spell (☐ or an item), you may use your Knowledge skill in place of any listed skill.
    After you play a spell, you may recharge a random spell from your discard pile.
    Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☐ or any character at your location) to 0.


    During This Adventure: =
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT

    During This Scenario:

  • Instead of your first exploration of your turn, you may heal 1d4 cards.

    Additional Rules: =
    THREAT LIST:

  • Danger: Rescue
  • Villain: Bandit (Silas Gribb)
  • Closing Henchmen: Dire Wolves-Proxy A

    Scenario Level (#): 1

    Turn: 19, Radovan/AbrahamZ

    Random Cards:

    Monsters
    Spoiler:
    Rat Swarm
    Core
    Monster 0
    Traits:
    Animal
    Swarm
    To Defeat:
    Combat 9
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Spoiler:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    To Defeat:
    Combat 10
    OR Constitution
    Fortitude 6
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Spoiler:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.

    Spoiler:
    Allip
    Core
    Monster 1
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    OR Divine 8
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.

    Spoiler:
    Boggart
    Core
    Monster 1
    Traits:
    Fey
    To Defeat:
    Knowledge
    Perception 4
    THEN Combat 10
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

    Barriers
    Spoiler:
    Haughty Nobles
    Core
    Barrier 1
    Traits:
    Cache
    Task
    To Defeat:
    Charisma
    Diplomacy 6+#
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.

    Spoiler:
    Wounded Wanderer
    Core
    Barrier 1
    Traits:
    Task
    To Defeat:
    Wisdom
    Craft
    Divine
    Survival 8
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

    Spoiler:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.

    Spoiler:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

    Spoiler:
    Trapped Chest
    Core
    Barrier 1
    Traits:
    Cache
    Lock
    Trap
    Veteran
    To Defeat:
    Strength
    Melee 11+#
    OR Disable 7+#
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Weapons
    Spoiler:
    Shortsword
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Sword To Acquire:
    Strength
    Stealth
    Melee 4
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.

    Spoiler:
    Rapier
    Core
    Weapon 0
    Traits:
    Finesse
    Melee
    Piercing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 5
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.

    Spoiler:
    Dagger
    Core
    Weapon 0
    Traits:
    Finesse
    Knife
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 3
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

    Spoiler:
    Warhammer
    Core
    Weapon 0
    Traits:
    Hammer
    Melee To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Spells
    Spoiler:
    Cure
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spoiler:
    Enhance
    Core
    Spell 0
    Traits:
    Arcane
    Divine
    Magic
    Veteran To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    Freely display next to a local character and choose a skill. While displayed:
    * On their checks using that skill, add 1+#.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Spoiler:
    Revitalize
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    Banish to heal each local character a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spoiler:
    Detect Evil
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spoiler:
    Invisibility
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 7
    When a local character encounters a monster, banish; they evade it.
    On a local Stealth check, banish to add 2d10.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Armors
    Spoiler:
    Light Shield
    Core
    Armor 0
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 3
    When you suffer Combat damage, freely reveal to reduce it by 1.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Half-plate
    Core
    Armor 0
    Traits:
    Heavy Armor To Acquire:
    Constitution
    Fortitude 7
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Magic Leather Armor
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.

    Spoiler:
    Armor Of Insults
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Diplomacy
    Fortitude 8
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * To avenge, you may discard a card.

    Spoiler:
    Hide Armor
    Core
    Armor 0
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude
    Survival 3
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

    Items
    Spoiler:
    Compass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Survival 4
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.

    Spoiler:
    Cape Of Escape
    Core
    Item 1
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity
    Stealth 8
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Spoiler:
    Staff Of Minor Healing
    Core
    Item 1
    Traits:
    Divine
    Healing
    Magic
    Staff To Acquire:
    Wisdom
    Divine 7
    Recharge to heal a local character a card.

    Spoiler:
    Elixir Of Healing
    Core
    Item 0
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 4
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Spoiler:
    Flame Staff
    Core
    Item 0
    Traits:
    Attack
    Fire
    Magic
    Staff To Acquire:
    Arcane
    Divine 4
    For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.

    Allies
    Spoiler:
    Archer
    Core
    Ally 0
    Traits:
    Human
    Ranger To Acquire:
    Charisma
    Diplomacy
    Ranged 4
    On a local Dexterity or Ranged check, recharge to add 1d4.
    Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

    Spoiler:
    Lookout
    Core
    Ally 0
    Traits:
    Elf
    Hireling To Acquire:
    Charisma
    Diplomacy
    Perception 5
    On a local Perception check, recharge to add 1d4.
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may evade your encounters.

    Spoiler:
    Soldier
    Core
    Ally 0
    Traits:
    Human
    Soldier To Acquire:
    Charisma
    Diplomacy
    Melee 4
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.

    Spoiler:
    Horse
    Core
    Ally 0
    Traits:
    Animal
    Mount To Acquire:
    Wisdom
    Charisma
    Survival 3
    Recharge to move. You may not use this power during an encounter.
    Discard to explore. This exploration, on your first check, add 1d4.

    Spoiler:
    Acolyte
    Core
    Ally 0
    Traits:
    Cleric
    Human To Acquire:
    Charisma
    Diplomacy
    Divine 4
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.

    Blessings
    Spoiler:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Spoiler:
    Desna's Freedom
    Core
    Blessing 1
    Traits:
    Deity: Desna
    Divine
    When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire:
    WisdomDivinePerception 4+#
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Spoiler:
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Spoiler:
    Pharasma's Knowing
    Core
    Blessing 1
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, add 1d6. To Acquire:
    Wisdom
    Divine 4+#
    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Spoiler:
    Shelyn's Song
    Core
    Blessing 1
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Hour Power: No effect.

    Top of Blessing Discard Pile:

    Incitation:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Remaining: 11

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Ranzak/JohnF
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Enora/Bigguyinblack
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Korundo/Akaitora
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Radovan/AbrahamZ
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Ranzak/JohnF
    Iomedae's Justice
    Core
    Blessing 1
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check against an Outsider card, add 1d4. To Acquire:
    Charisma
    Diplomacy
    Divine 4+#
    On another character's check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Enora/Bigguyinblack
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Korundo/Akaitora
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Radovan/AbrahamZ
    Gozreh's Growth
    Core
    Blessing 1
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire:
    Wisdom
    Divine
    Survival 4+#
    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Ranzak/JohnF
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Enora/Bigguyinblack
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Korundo/Akaitora
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Location #1: Campsite
    Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Korundo/Akaitora, Radovan/AbrahamZ, Ranzak/JohnF, None

    Campsite Card 1:
    Bandit
    Core
    Story Bane 0
    Traits:
    Bandit
    Human
    To Defeat:
    Combat 9+##
    OR Banish A Random Boon
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.
    Campsite Card 2:
    Quarterstaff Of Vaulting
    Core
    Weapon 1
    Traits:
    2-Handed
    Bludgeoning
    Magic
    Melee
    Staff To Acquire:
    Strength
    Melee 8
    OR Acrobatics 6
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.
    Campsite Card 3:
    Mercenary
    Core
    Monster 1
    Traits:
    Human
    Warrior
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 8+#
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.
    Campsite Card 4:
    Henchman Proxy A2
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Campsite Card 5:
    Spyglass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Perception 6
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.

    Location #4: Bridge
    Urban
    At This Location: Non-story banes cannot be evaded.
    When Closing: Bury an ally.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
    Located/Displayed Here: Enora/Bigguyinblack, (Spiked Volley)
    Bridge Card 1:
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Bridge Card 2:
    Divine Insight
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
    Bridge Card 3:
    Dire Badger
    Core
    Monster 1
    Traits:
    Animal
    To Defeat:
    Combat 11
    OR Perception
    Survival 6
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.
    Bridge Card 4:
    Cat
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Arcane
    Survival 5
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.
    Bridge Card 5:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    Bridge Card 6:
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Bridge Card 7:
    Keen Rapier
    Core
    Weapon 1
    Traits:
    Finesse
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword To Acquire:
    Strength
    Acrobatics
    Melee 9
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    Bridge Card 8:
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Bridge Card 9:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
    Bridge Card 10:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.


  • Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    It is the hour of Incitation. Hour power: no effect

    Radovan pokes about the Campsite.

    Explore Campsite 1
    It's not long before he sees the Bandit Leader, Silas Gribb, rummaging through the campsite, clearly hoping to find some kibble for his dire wolves. Radovan has little patience with kibble thieves.

    Bandit:

    Core
    Story Bane 0
    Traits:
    Bandit
    Human
    To Defeat:
    Combat 9+##
    OR Banish A Random Boon
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.

    Enora has to temp close aka guard the Bridge, which they can auto-succeed by burying Chronicler, so I'll proceed with my combat check against the bandit now instead of pausing.

    BA: recharge Thieves' Tools

    Bury Pistol
    Radovan power adds 1d4
    Discard Kurundo's BotAncients 1
    Combat 9+##=11: 2d8 + 1d6 + 1d10 + 1d4 ⇒ (2, 6) + (2) + (5) + (1) = 16

    Radovan calmly shoots the Bandit Leader right between the eyes and he keels over, dead, kibble spilling everywhere.

    We win!

    Dark Archive

    deck handler

    Enora sacrifices her Chronicler to the spider god to send the bandit Silas Gribb away for good. She can always find another Chronicler.


    COMPLETED SCENARIO 1*: RUMBLE ROAD

    TIER PROGRESSION:
    All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
    Party -> Tier 1, 1XP

    A quick summary of Hero Points:
    Hero Points are earned after every new scenario in Organized Play. As soon as you earn them, you may immediately expend one to gain a Power, Card or Skill Feat - but you cannot ever have more of a given type of feat than your Tier. In other words, until you reach Tier 2, you can only earn 1 of each feat, but you can earn them in any order or even choose not to earn them at all.

    Track any un-spent Hero Points how you wish (I recommend somewhere in your Deck Handler).
    You may expend a Hero Point to reroll the dice on your own check, but you cannot spend multiple Hero Points on the same check to keep rerolling it.
    If you end a scenario dead, you may expend all of your Hero Points (if you have at least 1 in reserve) to return to life and earn the scenario reward as usual. Some players may choose to always leave one in reserve for this purpose.

    Finally, in Organized Play, as soon as you choose to gain your third Power Feat, you will be instantly rewarded with your Role Card before you choose a power to mark (so you can mark off a role power). You no longer get a bonus power feat from earning a Role Card, but this does mean that you should get your Role card a full adventure earlier than before.

    SCENARIO REWARD:
    Each character gets a new level 1 boon of any type, and may choose a bonus deck upgrade.
    I need to confirm the intent of this reward. It's not applied until I get confirmation, but you'll in some way get extra deck upgrades before we start the next scenario.

    Somewhat more explanation:
    As-written, I'm certain this technically reads "draw a random level 1 card of a type of your choice from your class deck and add it to your deck, then pick 2 deck upgrades from the cards acquired during the scenario".

    However, that's sort of like getting 3 full Deck Upgrades (though the first one is very random and often unhelpful, plus being really annoying to do digitally, especially with Add-On decks), which seems weird and unnecessarily complex for a starting scenario. I think the intent is probably that the new cards are drawn from the actual Vault and added to your list of Acquired Cards, which makes that "you may choose a bonus deck upgrade" make actual sense. I don't think you should be drawing from your Class Deck (even though the Card Guild Guide says to replace "drawn from the vault" rewards - which is what 'New' means - with "from your class deck").

    DEVELOPMENT:

    “Oh well, well, well,” says Master Gribb, “this will not do at all.” The caravan master eyes you as if you are somehow to blame for the colossal wolves that descended upon his caravan.

    “Such carelessness,” he muses aloud as he blithely deposits some of the more precious cargo into his pockets. “It’s so hard to find good help these days.”

    The watchcaller looks down at you from her barely controlled horse, visibly urging you not to take out the day’s misfortunes on the only man who can pay her.

    “I imagine the Belhaim Town Council will want to hear of your errors this day,” Gribb says.

    Sadly, you expect they will. Ah, well. You did ask for some excitement.

    I usually try to add in altered scenario endings which I've 'personalized' to the party. They may be funny, they may be serious, they may be somewhere in between - it mostly depends on the flavor the party members were writing during the scenario (particularly the end).

    PERSONALIZED DEVELOPMENT:
    “Oh well, well, well,” says Master Gribb; standing up, dusting himself off and decidedly ignoring the still-bloody bullet wound in his face, “this will not do at all.” The caravan master's bloody face eyes you as if you are somehow to blame for the colossal wolves that descended upon his caravan, even as dog kibble pours from tears in his pockets. Or maybe that gaze is solely directed at Radovan for shooting him.

    “Such carelessness with a pistol,” he muses aloud as he blatantly throws more kibble around the corpses of the dire wolves, throwing more with outstretched arms over the surrounding landscape and party members. “It’s so hard to find good help these days.” Maybe that second statement was directed at Ranzak, who is busy plundering the overturned carts for all of the riches they're worth, now that the wolves are dead. Giggling giddily to himself the whole time, of course.

    The watchcaller looks down at you from her barely controlled horse, eyes wide in terror and visibly urging you not to continue antagonizing the abomination that is the undying Silas Gribb.

    “I imagine the Belhaim Town Council will want to hear of your errors this day,” Gribb says.

    They're still going to Belhaim? Excellent! Enora can probably find another Chronicler there; a new, better one. The latest model.

    Korundo, for his part, seems unimpressed at the whole debacle - though does pick out one of the wolf corpses to sling over his shoulder for later. Meat is meat, after all.

    ACQUIRED CARDS:
    Snake (Ally 0)
    Standard Bearer (Ally 1)

    Covering Heavy Shield (Armor 1)

    Orison (Blessing 0)

    Gem Of Physical Prowess (Item 1)

    Force Missile (Spell 0)
    Mace (Weapon 0)

    (If you really do draw from your Class Deck - which I doubt - then we'll need to pull another random boon so that there's enough cards for everyone to take 2 deck upgrades. I don't think that will be necessary, however.
    See the Discussion Thread for my recommendations right now.)


    SCENARIO 1A: PLANS GONE WRONG

    On the plus side, it’s caravan master Silas Gribb—and not you—who is imprisoned in the Belhaim Garrison this evening. You were guarding a routine run from Western Taldor through the Verduran Forest. As you sighted the town of Belhaim, an explosion leveled a prominent spire called the Witch Tower, panicking your horses and allowing dire wolves to attack your disrupted caravan.

    Master Gribb aimed to convince the Belhaim Town Council that you brought on his misfortunes, freeing him of the obligation to pay for your services. At first, the plainly overmatched Deputy Hodd believed the bellicose caravanner and tossed you in a cell.

    At the last hour, the local baroness, Lady Origena Devy, made a skillful dismantling of Gribb’s arguments. It became clear that Gribb never intended to pay you at all, looking only for an excuse to sabotage his own convoy for the benefit of his smuggling activities. The Lady quickly saw to the caravan master’s imprisonment.

    “I want to apologize on behalf of Belhaim for all you have suffered today,” she says as you dine with her at the Wise Piper inn. “As you have seen, we have suffered as well. Our proud monument, the Witch Tower, lies in ruins. The town is awash with rumors that kobolds lie dead within—a shocking development given that they usually stay far from our well defended homes.

    “Worse still, we cannot reach our local eccentric, the wizard Balthus Hunclay. He lives in the hillside manor. He claimed the Witch Tower blocked the view from his observatory. On many a moon, he requested permission to level it, permission that would never come his way. We fear he took matters into his own hands, and now cannot find him.

    “You seem a capable bunch. Would you investigate the ruins of the tower, documenting what involvement the kobolds had in its demolition? You should take care, though. My fool of a husband died poking around in that place some years back. I’d hate for you to follow in his path.”

    SETUP:

  • No special Setup rules.

    LOCATIONS:
    1-Ruin
    1-Tower
    2-Oubliette
    3-Laboratory
    4-Dungeons
    5-Cell
    6-Twisting Passages

    THREAT LIST:

  • Danger: Collapse
  • Villain: None
  • Closing Henchmen: Kobold Champion (Sesserak), Diabolical Imp (Harzogopas), Clockwork Guardian, Elementals-Proxy A

    DURING THIS SCENARIO:

  • When you encounter a bane, you may succeed at a Knowledge or Perception 5 check to evade it.

  • To win, close all locations.


  • During This Adventure: =
    PLAYER HANDS || THREAT TEXTS || SUMMONABLE BANE TABLE || SCOURGES || LOOT

    During This Scenario:

  • When you encounter a bane, you may succeed at a Knowledge or Perception 5 check to evade it.

  • To win, close all locations.

    Additional Rules: =
    THREAT LIST:

  • Danger: Collapse
  • Villain: None
  • Closing Henchmen: Kobold Champion (Sesserak), Diabolical Imp (Harzogopas), Clockwork Guardian, Elementals-Proxy A

    Scenario Level (#): 1

    Location #1: Ruin
    Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #2: Tower
    Urban
    At This Location: At the start of your turn, you may examine the top card of a distant location.
    When Closing: Succeed at a Wisdom or Perception 4+# check.
    When Permanently Closed: You may examine the top card of a distant location.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #3: Oubliette
    Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #4: Laboratory
    Urban
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
    When Closing: Succeed at an Intelligence or Craft 5+# check.
    When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #5: Dungeons
    Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

  • Dark Archive

    deck handler

    Enora will start at the Laboratory. Gotta get them spells yall.

    Enora wrote:

    Hand: Cure, Frilled Lizard, Codex, Lightning Touch, Fire Snake, Chronicler,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    "Current Location: Laboratory
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.
    Movement: Move me to the Ruin if my location closes.
    Other: Hi I'm Enora! Please bot me if I need to Guard my location!"

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    "Arcane Intelligence +1"
    Craft Intelligence +1
    "Knowledge Intelligence +3"
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: Spell
    Hand Size: 6 ☐ 7 ☐ 8
    Proficiencies:
    Arcane Light Armor X
    POWERS:
    When you attempt a check to acquire a spell (☐ or an item), you may use your Knowledge skill in place of any listed skill.
    After you play a spell, you may recharge a random spell from your discard pile.
    Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☐ or any character at your location) to 0.

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