[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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Grand Lodge

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

We can't start at the cell. The scenario rules say we start at the Castle, and then we have to move our way down until we reach the cell at the end of the scenario.

Korundo will continue taking Wyrmsmite, unless anyone else wants to have a go at it.

Korundo's cohort will continue to be Leryn for this mission. As usual, I will display the cohort as soon as the first turn's start of turn is over.

Here's Korundo's starting hand.

Korundo wrote:

Hand: Charm Animal, Wyrmsmite, Snow Leopard, Desna's Star, Blessing of Shax,

Displayed: Leryn,
Deck: 12 Discard: 0 Buried: 0
Current Location: Castle
Hero Points: 1
NOTES:
Available Support: You can recharge Snow Leopard to add 1d4 to your Combat check, or Wyrmsmite to reduce damage dealt to you by 4, but please don't recharge both. Use Blessing of Shax to Bless your STR or DEX check twice against story banes or for check to close.

Other: Korundo's currently selected feat: Handsize 6. Leryn is giving Korundo Perception: Wisdom +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.

I will also be casting Charm Animal as soon as the first turn starts, so might as well resolve it now. Korundo draws Random Ally 3: Fox (was the first one with the animal trait).

Korundo wrote:

Hand: (Acquired)Fox, Wyrmsmite, Snow Leopard, Desna's Star, Blessing of Shax,

Displayed: Leryn,
Deck: 12 Discard: 0 Buried: 1
Current Location: Castle
Hero Points: 1
NOTES:
Available Support: You can recharge Snow Leopard to add 1d4 to your Combat check, or Fox to add 1d4 to your Intelligence or Wisdom check, but please don't recharge both. You can recharge Wyrmsmite to reduce damage dealt to you by 4. Use Blessing of Shax to Bless your STR or DEX check twice against story banes or for check to close.

Other: Korundo's currently selected feat: Handsize 6. Leryn is giving Korundo Perception: Wisdom +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

Radovan takes Quang and Fell Viridio as his devil forms.

Radovan 2.2 wrote:

Hand: Stormrune Knife, Thieves' Tools, Alchemical Cartridges, Rodrick, Snick, Blessing of Abadar,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Castle
Hero Points: 1
NOTES:
Available Support: Blessings and other cards available unless stated otherwise.

Blessing of Abadar - +2 dice vs barriers
Movement: If location closes, move to: n/a

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Embalming Fluid, Dagger Pistol +1, Appleslayer, Alaeron, Burglar's Buckler, Blessing of the Elements, Blessing of the Quartermaster 2, Galvanic Chakram +1, Blessing of the Quartermaster 1, Zae
Recharged:
Discard Pile:
Buried Pile:

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 (Quang)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude = Con +2 (Norge)
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Cha +2
Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:

  • At the start of the scenario, display any 1 devil form (Quang) ([X] 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.
  • Norge: reduce Fire damage dealt to you to 0.
  • Norge: Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
  • Norge: On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
  • Fell Viridio: reduce Poison damage dealt to you to 0.
  • Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
  • Fell Viridio: On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


  • Goblin Pirate Deck Handler
    Ranzak wrote:

    Hand: Arquebus, Blood Periapt, Thieves' Tools, Gem of Physical Prowess, Poog of Zarongel, Blessing of Cayden Cailean, Blessing of Erastil,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Castle
    Hero Points: 2
    NOTES:
    Available Support: Blessings generally available.
    Movement: Ranzak sticks closely to Radovan
    Other: Starred boons updated to 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 (☑ 3,) 4, 5, or 6, explore your location.

    Grand Lodge

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

    Korundo starts his turn. The hour is Cayden Cailean's Revelry. Hour Power: On your check, you may discard a card to reroll 1 die showing 1 or 2.

    Korundo was more than "only a bit tipsy" coming in to the Grioth's lair, but he insisted incessantly and unpromptedly that he wasn't drunk. The wolf that had somehow self-tamed during the caravan disaster when they arrived at Belhaim was following up close, trying to guide the stumbling half-orc.

    After the start of his first turn, Korundo displays Leryn and casts Charm Animal drawing Fox, as noted above. He will also choose to expand his hand size to 6.

    Korundo will reload Leryn to examine the next 2 cards of Castle. Korundo examines Card 1: Light Crossbow, and Card 2: Mob of Undead.

    Korundo will explore to encounter Card 1: Light Crossbow. He will try to acquire it.

    CtA Dexterity 4: 1d6 ⇒ 6

    Acquired! Now Korundo is going to discard Fox to explore again. He encounters Card 2: Mob of Undead.

    Random undead story bane: 1d6 ⇒ 6

    Wraith:
    Wraith
    Story Bane Monster 2

    Traits
    Undead
    Wraith
    Incorporeal
    Veteran

    Check
    Combat
    11+#
    OR
    Divine
    8+#

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Dazed.

    For his check to defeat, Korundo will reveal and reload Wyrmsmite to use his Melee+1d8+2+1d4. The sword thankfully does have the Magic trait.

    CtD Combat, Melee 13: 1d10 + 1d8 + 1d4 + 4 ⇒ (8) + (4) + (2) + 4 = 18

    "Looks like someone dropped their crowwsbbbbb - woooo wooo woo there shpirit, I'm just schecking it out!"
    Somehow in his drunken stupor, Korundo was able to banish the spirit that he had accidentally enraged.

    Korundo will now discard his Snow Leopard to explore again. He encounters Card 3: Compass. Korundo will try to acquire it.

    CtA Survival 4: 1d8 + 3 ⇒ (3) + 3 = 6

    Acquired! Korundo will discard it to explore again and encounter Card 4: Rescue! Scenario rules say I must summon a Grioth.

    Grioth:
    Grioth
    Story Bane Monster 1

    Traits
    Aberration
    Grioth
    Veteran

    Check
    Combat
    10+##

    Powers
    Immune to Cold.
    If undefeated, discard the top card of your deck and suffer the scourge Dazed.

    For his check to defeat, Korundo will reveal the Light Crossbow he acquired earlier. He is also going to discard his Blessing of Shax to bless his Dexterity check twice. Enora reveals her Binder's Tome to add 1d4 and the Mental trait.

    CtD Combat, Dexterity 14: 1d8 + 3d6 + 1d4 ⇒ (4) + (1, 4, 2) + (2) = 13

    Korundo will discard his Desna's Star to re-roll the 1 on the 1d6.

    CtD Combat, Dexterity 14: 1d6 + 12 ⇒ (5) + 12 = 17

    Korundo followed a trail of discarded items to a cell. "Ouh...hello! We arre 'ere to shhh-save you" -said Korundo to the terrified villager as a Grioth snuck up behind him.

    Korundo turned around, crossbow in hand, and instinctively shot the Grioth. Luckily, the bolt pierced the Grioth's eye and it was dead on the spot.

    Defeated! Now against Rescue, Korundo will ask Ranzak to discard his Blessing of Cayden Cailean to bless his Strength non-combat check twice.

    CtD Melee 8: 3d10 + 2 ⇒ (6, 2, 9) + 2 = 19

    Defeated! Korundo draws Rescue into his hand. To close the location, Korundo will bury the Light Crossbow. Castle is closed! Korundo may heal a weapon or armor but he has got none.

    Korundo approached the cell and effortlessly bent the metal bars open. "Come onn...let's get out of thish stinkin' cell."

    Everyone is moved to Stable, since that's the only place we can go. Korundo will end his turn and reset his hand.

    Korundo wrote:

    Hand: Wyrmsmite, Leryn, Cure, Bloodscent, Rescue, Animal Call,

    Displayed:
    Deck: 8 Discard: 5 Buried: 2
    Current Location: Stable
    Hero Points: 1
    NOTES:
    Available Support: You can recharge Snow Leopard to add 1d4 to your Combat check, or Fox to add 1d4 to your Intelligence or Wisdom check, but please don't recharge both. You can recharge Wyrmsmite to reduce damage dealt to you by 4. Use Blessing of Shax to Bless your STR or DEX check twice against story banes or for check to close.

    Other: Korundo's currently selected feat: Handsize 6. Leryn is giving Korundo Perception: Wisdom +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.

    After the start of Radovan's turn, Korundo will re-display Leryn and cast Cure on himself.

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

    Korundo has all cards in his discard pile healed: ((Acquired)Fox, (Acquired)Compass, Snow Leopard, Blessing of Shax, Desna's Star). Deck shuffled.

    He's truly a lucky drunk right now. Once healed, Korundo will discard his Animal Call to draw Fox from his deck.

    At the end of Radovan's turn, Korundo attempts to recharge Cure.

    Recharge Cure, Divine 8: 1d8 + 4 ⇒ (6) + 4 = 10

    Korundo wrote:

    Hand: Wyrmsmite, Fox, Bloodscent, (Acquired)Rescue,

    Displayed: Leryn,
    Deck: 14 Discard: 1 Buried: 2
    Current Location: Stable
    Hero Points: 1
    NOTES:
    Available Support: You can recharge Fox to add 1d4 to your Intelligence or Wisdom check, or Wyrmsmite to reduce damage by 4 but please don't recharge both. Use Blessing of Shax to Bless your STR combat check twice against story banes or for check to close.

    Other: Korundo's currently selected feat: Handsize 6. Leryn is giving Korundo Perception: Wisdom +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

    It is the hour of Irori's Mastery. When this is the hour: On your blessed check, you may reroll any dice showing 1.

    Radovan leads the way into the Stables. "C'mon. Some of those lost villagers must be hiding in here. We've got to rescue them and then I can once again fulfill my destiny: bodyguard!"

    Free explore: Stable 1
    It doesn't take long to see that the place is haunted!

    Haunt:

    Core
    Barrier 2
    Traits:
    Task
    Trigger
    Undead
    Veteran
    To Defeat:
    Charisma
    Diplomacy 8+#
    OR Divine 6+#
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.

    Discard Thieves' Tools to defeat.
    Radovan is skilled with a credit card - he uses it to jimmy open the stable window and the ghost of horses past makes a quick exit - it really just wanted to get out and about.
    Recharge Thieves' Tools? Disable 8: 1d8 + 4 ⇒ (7) + 4 = 11

    Discard Rodrick to explore: Stables 2
    Now that the place is no longer haunted, a poor mouse comes out to see what remains of the stables.

    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.

    Stealth: 1d8 + 4 ⇒ (4) + 4 = 8
    The Mouse decides to accompany Radovan. Devil Quang pleads to devour it, "It's only a small mouse, and I have been hungry for so long..." but Radovan insists that the mouse is his friend and he must bodyguard it.

    Location power: shuffle a new ally into a random other location - Ally 1 from random cards is Guide.

    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.

    Random location, can't be 2 or 3: 1d6 ⇒ 4
    Farm is shuffled and Guide is added as Farm 11

    Radovan pauses to look for some cheese for his new friend.

    End turn, reset hand.

    Radovan 2.2 wrote:

    Hand: Stormrune Knife, Galvanic Chakram +1, Alchemical Cartridges, Mouse, Snick, Blessing of Abadar,

    Displayed:
    Deck: 10 Discard: 1 Buried: 0
    Current Location: Castle
    Hero Points: 1
    NOTES:
    Available Support: Blessings and other cards available unless stated otherwise.

    Blessing of Abadar - +2 dice vs barriers

    Mouse - On a local Dexterity or Stealth check, recharge to add 1d4.

    Movement: If location closes, move to: n/a

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Quartermaster 2, Embalming Fluid, Zae, Dagger Pistol +1, Blessing of the Quartermaster 1, Appleslayer, Alaeron, Burglar's Buckler, Blessing of the Elements
    Recharged: Thieves' Tools,
    Discard Pile: Rodrick,
    Buried Pile:

    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 (Quang)
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude = Con +2 (Norge)
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Cha +2
    Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:

  • At the start of the scenario, display any 1 devil form (Quang) ([X] 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.
  • Norge: reduce Fire damage dealt to you to 0.
  • Norge: Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
  • Norge: On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
  • Fell Viridio: reduce Poison damage dealt to you to 0.
  • Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
  • Fell Viridio: On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


  • Goblin Pirate Deck Handler

    The hour is Prayer No effect

    Ranzak explores at the stable, and finds an Elixir of Healing

    Intelligence 4: 2d4 + 1 ⇒ (2, 4) + 1 = 7 "That might come in handy!", he thinks.

    Explore again 3?: 1d6 ⇒ 4 Yes. Oh look! It's another Rescue

    First, though, we have to deal with a Grioth. That's what Combat blessings are for.

    Discarding Blessing of Erastil Combat 10+##=14: 3d10 + 2 + 1d8 ⇒ (2, 3, 10) + 2 + (3) = 20 the Grioth is defeated
    Arquebus survival 3: 1d12 ⇒ 3 and the Arquebus is unscathed

    Now for the Rescue. That's easy - discarding the (class deck) Thieves' Tools should take care of that.
    Disable 8: 1d10 + 3 ⇒ (8) + 3 = 11 Thieves' Tools recharge.

    And, finally, the closing check.
    Recharge Gem of Physical Prowess to roll Ranzak's Constitution die (d12) instead of a d8 (and with a reroll available if the roll is too low)
    Survival 5+#=7: 1d12 + 3 ⇒ (4) + 3 = 7 No need for the reroll.

    The Stable is closed - everybody shuffles down to the farm.

    Ranzak ends his turn and resets his hand, drawing Hand Crossbow and Emerald of Dexterity.

    Ranzak wrote:

    Hand: Arquebus, Hand Crossbow, Blood Periapt, Elixir of Healing +, Emerald of Dexterity, Poog of Zarongel, Rescue,

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Current Location: Farm
    Hero Points: 2
    NOTES:
    Available Support: Blessings generally available.
    Movement: Ranzak sticks closely to Radovan
    Other: Starred boons updated to 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 (☑ 3,) 4, 5, or 6, explore your location.


    I mentioned these in Discord, but just to reiterate...

    Because of new Core Rulebook rules, you're allowed to display Leryn and immediately use its power during your Start-of-Turn, even if you're going first (this is different to Pre-Core rules).

    Thieves' Tools do go into Recovery, as do all items with 'checks to recharge', as per the Conversion Guide.

    Enora's hour assists her checks to recharge spells.

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

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

    During This Scenario:

  • You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Cell.

  • Before you encounter the Rescue, summon and encounter the danger; if it is not defeated, the Rescue is evaded. When you would draw a new ally for defeating the Rescue, instead draw the Rescue proxy. If a Rescue proxy would go anywhere other than a character's hand, shuffle it into your location.
  • When you encounter the villain, before acting, bury 1d4 cards. After acting, if each character cannot reveal a Rescue proxy, the villain is undefeated.

    Additional Rules: =
    THREAT LIST:

  • Danger: Grioth
  • Villain: Grioth (Galadryth)
  • Closing Henchmen: Rescues - Proxy A

    Scenario Level (#): 2

    Turn: 4, Enora/Bigguyinblack

    Random Cards:

    Monsters
    Spoiler:
    Spectre
    Core
    Monster 2
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Drained.

    Spoiler:
    Unseen Sentinel
    Core
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 11
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.

    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:
    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.

    Spoiler:
    Harpy
    Core
    Monster 2
    Traits:
    Harpy
    To Defeat:
    Combat 10
    Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.

    Barriers
    Spoiler:
    Cryptic Message
    Core
    Barrier 2
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If undefeated, you may banish this barrier.
    If defeated, you may examine the top 2 cards of your location and return them in any order.

    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:
    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:
    Thunderstorm
    Core
    Barrier 2
    Traits:
    Obstacle
    Weather
    To Defeat:
    None 0
    Display this barrier at your location.
    While displayed:
    * When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.

    Spoiler:
    Invisible Wall
    Core
    Barrier 2
    Traits:
    Lock
    Magic
    To Defeat:
    Arcane
    Divine
    Perception 9
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.

    Weapons
    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:
    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:
    Deathbane Light Crossbow
    Core
    Weapon 1
    Traits:
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
    On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.

    Spoiler:
    Flaming Mace
    Core
    Weapon 2
    Traits:
    Bludgeoning
    Fire
    Mace
    Magic
    Melee To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

    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.

    Spells
    Spoiler:
    Lightning Bolt
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic To Acquire:
    Intelligence
    Arcane 8
    For your combat check, banish to use Arcane + 3d6. 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 10 check to recharge it instead.

    Spoiler:
    Fly
    Core
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spoiler:
    Locate Object
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Spoiler:
    Good Omen
    Core
    Spell 1
    Traits:
    Arcane
    Divine
    Magic
    Mental
    Veteran To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Spoiler:
    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.

    Armors
    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:
    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:
    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:
    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:
    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.

    Items
    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:
    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:
    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:
    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.

    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.

    Allies
    Spoiler:
    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.

    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:
    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:
    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.

    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.

    Blessings
    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:
    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:
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire:
    Banish
    A
    Boon 5+#
    OR Bury A Boon Whose Level Is Equal To # 0
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.

    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:
    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: On your check against a spell, add 1d4.

    Top of Blessing Discard Pile:

    Nethys's Duality:
    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.

    Blessings Remaining: 26

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Korundo/Akaitora
    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:
    Blessings Deck Card 2 Blessings Deck Card 2 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 3 Blessings Deck Card 3 Ranzak/JohnF
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Enora/Bigguyinblack
    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:
    Blessings Deck Card 5 Blessings Deck Card 5 Korundo/Akaitora
    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 6 Blessings Deck Card 6 Radovan/AbrahamZ
    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 7 Blessings Deck Card 7 Ranzak/JohnF
    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 Blessings Deck Card 8 Enora/Bigguyinblack
    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 9 Blessings Deck Card 9 Korundo/Akaitora
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Radovan/AbrahamZ
    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 Ranzak/JohnF
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1. To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Enora/Bigguyinblack
    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 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
    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 15 Blessings Deck Card 15 Ranzak/JohnF
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Enora/Bigguyinblack
    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 Blessings Deck Card 17 Korundo/Akaitora
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Radovan/AbrahamZ
    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 19 Blessings Deck Card 19 Ranzak/JohnF
    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 20 Blessings Deck Card 20 Enora/Bigguyinblack
    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 21 Blessings Deck Card 21 Korundo/Akaitora
    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:
    Blessings Deck Card 22 Blessings Deck Card 22 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 23 Blessings Deck Card 23 Ranzak/JohnF
    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 24 Blessings Deck Card 24 Enora/Bigguyinblack
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1. To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Spoiler:
    Blessings Deck Card 25 Blessings Deck Card 25 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 26 Blessings Deck Card 26 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.

    Location #1: Cell
    Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Cell Card 1:
    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.
    Cell Card 2:
    Bound Homunculus
    Core
    Ally 2
    Traits:
    Construct
    Magic To Acquire:
    Intelligence
    Arcane
    Craft 8
    OR Charisma
    Diplomacy 10
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.
    Cell Card 3:
    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.
    Cell Card 4:
    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.
    Cell Card 5:
    Grioth
    Core
    Story Bane 1
    Traits:
    Aberration
    Grioth
    To Defeat:
    Combat 10+##
    Immune to Cold.
    If undefeated, discard the top card of your deck and suffer the scourge Dazed.
    Cell Card 6:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Cell Card 7:
    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.
    Cell Card 8:
    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.
    Cell 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.
    Cell Card 10:
    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.

    Location #4: Farm
    Urban
    Wild
    At This Location: On your check that invokes the Animal or Plant trait, or when you play any number of Animal or Plant cards on a check, add 1d6.
    When Closing: Succeed at a Craft, Diplomacy, or Survival 4+# check.
    When Permanently Closed: You may draw a new Animal ally.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, Radovan/AbrahamZ, Ranzak/JohnF, (Guide)
    Farm Card 1:
    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.
    Farm Card 2:
    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.
    Farm Card 3:
    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.
    Farm Card 4:
    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.
    Farm Card 5:
    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.
    Farm Card 6:
    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.
    Farm Card 7:
    Tangleburn Bag
    Core
    Item 2
    Traits:
    Alchemical
    Attack
    Fire
    Object To Acquire:
    Intelligence
    Craft 10
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.
    Farm Card 8:
    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.
    Farm Card 9:
    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.
    Farm Card 10:
    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.
    Farm Card 11:
    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.

    Location #5: 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:
    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.
    Bridge Card 2:
    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.
    Bridge Card 3:
    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.
    Bridge Card 4:
    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 5:
    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.
    Bridge Card 6:
    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.
    Bridge 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.
    Bridge Card 8:
    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.
    Bridge Card 9:
    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.
    Bridge Card 10:
    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.

    Location #6: Cliff
    Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Cliff Card 1:
    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.
    Cliff Card 2:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Cliff Card 3:
    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.
    Cliff 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.
    Cliff Card 5:
    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.
    Cliff Card 6:
    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.
    Cliff Card 7:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.
    Cliff Card 8:
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Cliff Card 9:
    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.
    Cliff Card 10:
    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.

  • Dark Archive

    deck handler

    Nethys's Duality: On your check against a spell, add 1d4.

    Enora isn't happy on a farm but there are always animals to learn about.

    And maybe buried treasure.

    ... Or someone in need of Rescue.

    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.

    But first Grioth decides to be a nuisance.

    Grioth:
    Grioth
    Story Bane Monster 1

    Traits
    Aberration
    Grioth
    Veteran

    Check
    Combat
    10+##

    Powers
    Immune to Cold.
    If undefeated, discard the top card of your deck and suffer the scourge Dazed.

    combat 10 +4 casting Life Drain 2 and recharging Blessing of the Spellbound 3: 2d12 + 2d4 + 3 ⇒ (12, 8) + (3, 2) + 3 = 28

    Grioth out of the way Enora tries for a rescue.

    Strength 6 +2 recharging Sapphire of Intelligence and recharging Chronicler to add a d4: 1d12 + 1d4 ⇒ (7) + (3) = 10

    Draw Rescue.

    craft 4 +2 to close: 1d12 + 3 ⇒ (4) + 3 = 7

    After rescuing people and fixing a few things for the farmer the party makes it's way to a bridge.

    Enora ends her turn.

    Enora attempts to recover all cards in her Recovery pile.
    Life Drain 2: Enora 9: 1d12 + 1d4 + 3 ⇒ (8) + (4) + 3 = 15 -> Life Drain 2 recharged.

    Enora resets her hand.

    Enora wrote:

    Hand: Locate Object, Binder's Tome, Rescue, Spellbook, Blessing of the Spellbound 2, Blessing of the Spellbound 1, Pyrotechnic Blast,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    "Current Location: Bridge
    Hero Points: 1"
    "NOTES:
    Available Support: Blessings are available for us

    Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

    Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    Movement: Move me to the same location as Korundo 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.

    Grand Lodge

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

    Starting Korundo's turn. It is the hour of Irori's Mastery. When this is the hour: On your blessed check, you may reroll any dice showing 1. It looks like Korundo's bound to be lucky for this mission...or maybe I just jynxed him! I guess we'll see.

    Korundo looks at the Bridge ahead, then at the person he is supposed to be guarding. His drunken confidence is now diminishing.

    "Oi Rhadovah. You are....a boddyguard or somethn', right?...This person is now coming with you. Watsch them"

    At the start of his turn, Korundo activates Leryn to examine Bridge Card 1: Trapped Chest.

    During his 'Give a card' step, Korundo will give his 'Rescue' to Radovan.

    Korundo will now explore and encounter Card 1: Trapped Chest. I will ask Radovan to discard his Blessing of Abadar to bless my check to defeat a barrier twice.

    CtD Melee 13: 3d10 + 2 ⇒ (2, 10, 1) + 2 = 15

    I could re-roll that one, but I already defeated the barrier so it doesn't matter. I can now summon and encounter a weapon, a spell, an armor or an item. I will summon a spell.

    Korundo encounters Random spell 1: Lightning Bolt. For his check to acquire, Korundo will recharge Fox to add 1d4 to his Intelligence check. Since this is a spell 2, I will ask Enora to recharge one of her Blessings of the Spellbound to bless Korundo's check.]

    CtA Intelligence 8: 3d4 ⇒ (1, 4, 2) = 7

    Irori's Mastery allows Korundo to re-roll the 1 on his Blessed check!

    CtA Intelligence 8: 1d4 + 6 ⇒ (2) + 6 = 8

    Acquired!

    "Oh!...Lookie here. I bet...I bet the kid is going to like thish"

    Before ending his turn, Korundo will reload Leryn to examine Bridge Card 2: Warband, and Card 3: Goblin Troublemaker.

    Korundo will then end his turn and reset his hand. As usual, Korundo will re-display Leryn as soon as Radovan's start of turn is done.

    Korundo wrote:

    Hand: Wyrmsmite, Riding Allosaurus, (Acquired)Compass, Bloodscent, (Acquired)Lightning Bolt,

    Displayed: Leryn,
    Deck: 13 Discard: 1 Buried: 2
    Current Location: Bridge
    Hero Points: 1
    NOTES:
    Available Support: You can recharge Riding Allosaurus to add 1d6 to your local combat check, or Wyrmsmite to reduce damage by 4 but please don't recharge both.

    Other: Korundo's currently selected feat: Handsize 6. Leryn is giving Korundo Perception: Wisdom +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.

    Grand Lodge

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

    Korundo examined Warband, which should have the trigger trait (I already reported that it is missing the trait). In any case, Korundo will fail the stealth check (he doesn't have stealth) and we will need to encounter a monster.

    Korundo summons Random Monster 1: Spectre. Note that because of Bridge's location power, we cannot evade this monster

    Spoiler:

    Spectre
    Core
    Monster 2
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Drained.

    At the time, Kourndo's hand consisted of Wyrmsmite and Bloodscent. He is going to reveal and reload Wyrmsmite to use his Melee+1d8+2 for the combat check.

    CtD Combat, Melee 14: 1d10 + 1d8 + 1d4 + 2 + 2 ⇒ (7) + (6) + (3) + 2 + 2 = 20

    The barrier is defeated, but everyone has to encounter a Spectre. Sorry guys! Korundo's hand remains the same afterward.

    The evil spirit that Korundo angered before returns to continue harassing him, and this time it brought friends! He manages to banish it again but the other spirits attack the rest of the party while Korundo is distracted!

    Korundo wrote:

    Hand: Wyrmsmite, Riding Allosaurus, (Acquired)Compass, Bloodscent, (Acquired)Lightning Bolt,

    Displayed: Leryn,
    Deck: 13 Discard: 1 Buried: 2
    Current Location: Bridge
    Hero Points: 1
    NOTES:
    Available Support: You can recharge Riding Allosaurus to add 1d6 to your local combat check, or Wyrmsmite to reduce damage by 4 but please don't recharge both.

    Other: Korundo's currently selected feat: Handsize 6. Leryn is giving Korundo Perception: Wisdom +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 isn't a fan of the undead.

    Spectre:

    Core
    Monster 2
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Drained.

    combat 14 casting Pyrotechnic Blast and recharging Blessing of the Spellbound 1 to bless: 2d12 + 2d4 + 3 ⇒ (11, 6) + (1, 2) + 3 = 23

    A bit risky but after everyone has dealt with their Spectre Enora will cast Locate Object. Card 3. Goblin Troublemaker, Card 4. Yeth Hound, Card 5. Cayden Cailean's Revelry. No triggers.

    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.

    Charisma 4 +2 revealing Binder's Tome: 1d8 + 1d4 ⇒ (2) + (4) = 6

    Cayden Cailean's Revelry acquired. Bridge shuffled.

    Enora attempts to recover all cards in her Recovery pile.
    Pyrotechnic Blast: Enora 8: 1d12 + 1d4 + 3 ⇒ (1) + (3) + 3 = 7 -> Pyrotechnic Blast discarded.
    Locate Object: Enora 8: 1d12 + 1d4 + 3 ⇒ (4) + (4) + 3 = 11 -> Locate Object recharged.

    Enora wrote:

    Hand: Cayden Cailean's Revelry, Binder's Tome, Rescue, Spellbook,

    Displayed:
    Deck: 14 Discard: 1 Buried: 0
    "Current Location: Bridge
    Hero Points: 1"
    "NOTES:
    Available Support: Blessings are available for us

    Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

    Cayden Cailean's Revelry: On a local check, bury to reroll 1 or 2 dice. (Cannot be discarded to bless.)

    Movement: Move me to the same location as Korundo 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.


    Goblin Pirate Deck Handler

    Off-turn, fighting a summoned Spectre

    Ranzak can't defeat the Spectre, but can at least try to avoid too much damage.
    Combat 14: 1d10 + 2 + 1d8 ⇒ (6) + 2 + (7) = 15 Ranzak takes no damage!
    He does, however, suffer the scourge Drained

    Arquebus Survival 3: 1d12 ⇒ 4 The arquebus continue to function.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    On Korundo's turn...

    When Korundo asks Radovan to look after the villager, the tiefling beams with pride. At last, I really AM a bodyguard! He takes his new charge - Aukey - by the hand and leads him towards the bridge. "Now stay close, y'hear me Aukey, there's a lot of dangers round here. But don't worry - I'll look after you!"

    Blessing of Abadar discarded on Korundo's check

    Suddenly, a horrible undead creature leaps out, grasping for Aukey's soul! Radovan will have none of it!

    Spectre :

    Core
    Monster 2
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Drained.

    Fortunately, Radovan only recently acquired a magic weapon. Two of them, in fact. He glances back and forth between his knife and his chakram, before settling on his brand new stormrune knife.

    Radovan adds 1d4
    Recharging Stormrune knife while revealing Galvanic Chakram
    Recharging Mouse
    Combat 14: 1d8 + 2 + 1d4 + 1d4 + 2 + 2d4 + 1d4 ⇒ (8) + 2 + (4) + (3) + 2 + (1, 1) + (4) = 25 Spectre is defeated

    Radovan reassures Aukey. "Don't worry kid. I gotcher back!"


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

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

    Aukey tells Radovan that his sister Oikey is hiding somewhere around here. "What!?! Well let's get to looking for her - she probably needs rescuing!"

    Free explore, Bridge, can't be 5: 1d8 + 2 ⇒ (5) + 2 = 7

    And, in fact, there she is! But what's that - a foul Grioth is holding her hostage. We'll see about that!

    Grioth:
    Grioth
    Story Bane Monster 1

    Traits
    Aberration
    Grioth
    Veteran

    Check
    Combat
    10+##

    Powers
    Immune to Cold.
    If undefeated, discard the top card of your deck and suffer the scourge Dazed.

    Radovan & Fell Viridio adds 1d4+2 (and the Poison trait)
    Enora reveals Binder's Tome to add 1d4
    Revealing Galvanic Chakram
    Combat 10+4=14: 1d8 + 2 + 1d4 + 2 + 1d8 + 1 + 1d4 ⇒ (5) + 2 + (3) + 2 + (5) + 1 + (4) = 22
    Radovan slays the monstrous Grioth.

    Then he turns his attention to the terrified Oikey, seeing if he can coax her out of her hiding place.

    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.

    Enora reveals Binder's Tome to add 1d4
    Diplomacy 8+2=10: 1d8 + 2 + 1d4 ⇒ (3) + 2 + (2) = 7

    Unfortunately, even the sight of her brother reading a fascinating tome isn't enough to help her get over her understandable fear of the fierce tiefling. She scurries back into hiding.

    Bridge is shuffled and consists of Cards 3-4, 6-10

    Radovan and Aukey sit down on the side of the bridge, hoping that Oikey will come out soon.

    End turn, reset hand.

    Radovan 2.2 wrote:

    Hand: Galvanic Chakram +1, Alchemical Cartridges, Snick, Blessing of the Elements, Blessing of the Quartermaster 2, Rescue,

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Current Location: Castle
    Hero Points: 1
    NOTES:
    Available Support: Blessings and other cards available unless stated otherwise.

    Blessing of the Elements

    Blessing of the Quartermaster 2

    Movement: If location closes, move to: n/a

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Appleslayer, Alaeron, Zae, Burglar's Buckler, Blessing of the Quartermaster 1, Embalming Fluid, Dagger Pistol +1
    Recharged: Thieves' Tools, Stormrune Knife, Mouse,
    Discard Pile: Rodrick, Blessing of Abadar,
    Buried Pile:

    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 (Quang)
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude = Con +2 (Norge)
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Cha +2
    Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:

  • At the start of the scenario, display any 1 devil form (Quang) ([X] 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.
  • Norge: reduce Fire damage dealt to you to 0.
  • Norge: Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
  • Norge: On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
  • Fell Viridio: reduce Poison damage dealt to you to 0.
  • Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
  • Fell Viridio: On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


  • Goblin Pirate Deck Handler


    The hour is Norgorber's Shadow On your Stealth check or your check that invokes the Poison trait, add 1d4

    Random card, reroll 5s: 1d8 + 2 ⇒ (4) + 2 = 6
    Ranzak runs into a nasty barrier - the Evil Eye

    As he's already drained, and doesn't want a second scourge, he asks his friend Radovan to bless his check
    Stealth 8+#=10 (Drained): 2d10 + 3 + 1d4 - 3 ⇒ (4, 3) + 3 + (2) - 3 = 9
    Not quite enough. Use Paizo reroll on the 2nd d10 (currently a 3)
    1d10 + 6 ⇒ (4) + 6 = 10 That, however is enough. Only just, but enough.

    Ranzak will end his turn.
    He will bury Poog of Zarongel to get rid of his scourge. (Goodbye again, Poog!)

    He then resets his hand, drawing Wolfhide Armor

    Ranzak wrote:

    Hand: Arquebus, Hand Crossbow, Wolfhide Armor, Blood Periapt, Elixir of Healing +, Emerald of Dexterity, Rescue,

    Displayed:
    Deck: 9 Discard: 2 Buried: 1
    Current Location: Bridge
    Hero Points: 2
    NOTES:
    Available Support: Blessings generally available.
    Movement: Ranzak sticks closely to Radovan
    Other: Starred boons updated to 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 (☑ 3,) 4, 5, or 6, explore your location.

    Turn Summary:
    Bridge Card 6 (Evil Eye) Defeated
    One of Radovan's Blessings used on Ranzak's Stealth check
    Ranzak also used his reroll
    On the bright side, he is no longer Drained

    Bridge now contains cards 3-4 and 7-10


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    Radovan recharges BotQ 2 for Ranzak's check

    Dark Archive

    deck handler

    Shelyn's Song: When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    It's a bridge. Crossing it should be easy.

    Random location card in order 3 - 4, 7 - 10: 1d6 ⇒ 1 card 3

    Bridge Card 3: 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.

    Dexterity 4: 1d6 ⇒ 3
    effect of failure: 1d4 ⇒ 2 Discard Spellbook to fire damage.

    Radovan discards Blessing of the Elements and Korundo recharges Riding Allosaurus.

    combat 9 Radovan discards Blessing of the Elements to bless, Korundo recharges Riding Allosaurus, reveal Binder's Tome: 3d4 + 1d6 ⇒ (1, 4, 2) + (1) = 8

    bury Cayden Cailean's Revelry to reroll the two 1s: 1d4 + 1d6 ⇒ (2) + (6) = 8

    With help from her friends and Cayden Cailean the Troublemakers are defeated.

    Enora ends her turn. Enora resets her hand.

    Enora wrote:

    Hand: Blessing of Milani, Binder's Tome, Rescue, Life Drain 1, Cure, Frilled Lizard, Wall of Light (Loot),

    Displayed:
    Deck: 9 Discard: 2 Buried: 1
    "Current Location: Bridge
    Hero Points: 1"
    "NOTES:
    Available Support: Blessings are available for us

    Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

    Blessing of Milani: +2 dice vs Dexterity or Wisdom non-combat check.

    Movement: Move me to the same location as Korundo 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.

    Radovan discards Blessing of the Elements.
    Korundo recharges Riding Allosaurus.
    Bridge card 3 is banished.


    Enora took Fire damage from Goblin Troublemaker, so Radovan gets to display another monster.

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

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

    During This Scenario:

  • You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Cell.

  • Before you encounter the Rescue, summon and encounter the danger; if it is not defeated, the Rescue is evaded. When you would draw a new ally for defeating the Rescue, instead draw the Rescue proxy. If a Rescue proxy would go anywhere other than a character's hand, shuffle it into your location.
  • When you encounter the villain, before acting, bury 1d4 cards. After acting, if each character cannot reveal a Rescue proxy, the villain is undefeated.

    Additional Rules: =
    THREAT LIST:

  • Danger: Grioth
  • Villain: Grioth (Galadryth)
  • Closing Henchmen: Rescues - Proxy A

    Scenario Level (#): 2

    Turn: 9, Korundo/Akaitora

    Random Cards:

    Monsters
    Spoiler:
    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.

    Spoiler:
    Brain Ooze
    Core
    Monster 2
    Traits:
    Mental
    Ooze
    To Defeat:
    Combat 12
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.

    Spoiler:
    Quivering Cube
    Core
    Monster 2
    Traits:
    Obstacle
    Ooze
    To Defeat:
    Combat 12
    OR Craft 9
    Immune to Electricity, Mental, and Poison.
    If you are at an Underground location, the difficulty to defeat is increased by 4.
    Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.

    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:
    Mimic
    Core
    Monster 2
    Traits:
    Aberration
    Trap
    To Defeat:
    Combat 15
    OR Wisdom
    Perception 9
    On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
    If undefeated, suffer the scourge Entangled.

    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:
    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:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    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:
    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:
    Invisible Wall
    Core
    Barrier 2
    Traits:
    Lock
    Magic
    To Defeat:
    Arcane
    Divine
    Perception 9
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.

    Weapons
    Spoiler:
    Flaming Mace
    Core
    Weapon 2
    Traits:
    Bludgeoning
    Fire
    Mace
    Magic
    Melee To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

    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:
    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.

    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:
    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.

    Spells
    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:
    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:
    Fire Bolt
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 8
    For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spoiler:
    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.

    Armors
    Spoiler:
    Glamered Leather Armor
    Core
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Diplomacy
    Fortitude 7
    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.
    * On your Diplomacy or Stealth check, you may draw this card to add 1d4.

    Spoiler:
    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.

    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:
    Helm of the Valkyrie
    Core
    Armor 2
    Traits:
    Heavy Armor
    Helm To Acquire:
    Constitution
    Fortitude 8
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    At the end of your turn, recharge to move.
    After playing this armor, you may not play a Helm boon this encounter.

    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.

    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:
    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:
    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:
    Wand of Flame
    Core
    Item 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    Veteran
    Wand To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 11
    For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.

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

    Allies
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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.

    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: 21

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Radovan/AbrahamZ
    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 2 Blessings Deck Card 2 Ranzak/JohnF
    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 Blessings Deck Card 3 Enora/Bigguyinblack
    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 Korundo/Akaitora
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Radovan/AbrahamZ
    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 6 Blessings Deck Card 6 Ranzak/JohnF
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1. To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Enora/Bigguyinblack
    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 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
    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 10 Blessings Deck Card 10 Ranzak/JohnF
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Enora/Bigguyinblack
    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 12 Blessings Deck Card 12 Korundo/Akaitora
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Radovan/AbrahamZ
    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 Blessings Deck Card 14 Ranzak/JohnF
    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 15 Blessings Deck Card 15 Enora/Bigguyinblack
    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 Blessings Deck Card 16 Korundo/Akaitora
    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:
    Blessings Deck Card 17 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 Blessings Deck Card 18 Ranzak/JohnF
    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 Blessings Deck Card 19 Enora/Bigguyinblack
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1. To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 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 21 Blessings Deck Card 21 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.

    Location #1: Cell
    Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Cell Card 1:
    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.
    Cell Card 2:
    Bound Homunculus
    Core
    Ally 2
    Traits:
    Construct
    Magic To Acquire:
    Intelligence
    Arcane
    Craft 8
    OR Charisma
    Diplomacy 10
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.
    Cell Card 3:
    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.
    Cell Card 4:
    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.
    Cell Card 5:
    Grioth
    Core
    Story Bane 1
    Traits:
    Aberration
    Grioth
    To Defeat:
    Combat 10+##
    Immune to Cold.
    If undefeated, discard the top card of your deck and suffer the scourge Dazed.
    Cell Card 6:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Cell Card 7:
    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.
    Cell Card 8:
    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.
    Cell 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.
    Cell Card 10:
    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.

    Location #5: Bridge
    Urban
    At This Location: Non-story banes cannot be evaded.
    When Closing: Bury an ally.
    When Permanently Closed: No effect.
    M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, Radovan/AbrahamZ, Ranzak/JohnF, (Yeth Hound {Caution}, Rescue)
    Bridge Card 1:
    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 2:
    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.
    Bridge Card 3:
    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.
    Bridge Card 4:
    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.
    Bridge Card 5:
    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.

    Location #6: Cliff
    Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None
    Cliff Card 1:
    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.
    Cliff Card 2:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Cliff Card 3:
    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.
    Cliff 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.
    Cliff Card 5:
    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.
    Cliff Card 6:
    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.
    Cliff Card 7:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.
    Cliff Card 8:
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Cliff Card 9:
    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.
    Cliff Card 10:
    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.


  • Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    On Enora's turn: BoE discarded. Draw random monster: Swamp Ooze (1) and display it on Fell Viridio.

    Grand Lodge

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

    During Enora's turn, Korundo recharges the Riding Allosaurus to add 1d6 to her Combat check.

    Starting Korundo's turn. The hour is Gozreh's Growth. Hour Power: On your check against an Animal or Elemental card, add 1d4.

    At the start of Korundo's turn, Leryn activates to examine Bridge Card 1: Yeth Hound.

    Korundo will give Lightning Bolt to Enora.

    Korundo will explore to encounter Bridge Card 1: Yeth Hound. Everyone has to make a Wisdom 5 check. Since Yeth Hound has the Animal trait, we all get to add 1d4 to that check against the Yeth Hound. Korundo adds an additional 1d4 from his power.

    BYA Wisdom 5: 1d8 + 2d4 + 1 ⇒ (4) + (2, 1) + 1 = 8

    For his check to defeat, Korundo will reveal and reload Wyrmsmite to use his Melee+1d8+2+1d4. He gets to add another 2d4 from his power and the hour.

    CtD Combat, Melee 10: 1d10 + 1d8 + 3d4 + 2 ⇒ (1) + (6) + (1, 1, 1) + 2 = 12

    That's an impressive amount of ones. However, Yeth Hound is defeat.

    Korundo will reload Leryn to examine Card 2: Rescue, and Card 3: Dog. Korundo can't close the location right now, so he will stop exploring.

    Korundo ends his turn and resets his hand. After the start of Radovan's turn, he will display Leryn again as usual.

    Korundo wrote:

    Hand: Wyrmsmite, Desna's Star, (Acquired)Compass, Bloodscent, Snow Leopard, Arboreal Armor,

    Displayed: Leryn,
    Deck: 11 Discard: 1 Buried: 2
    Current Location: Bridge
    Hero Points: 1
    NOTES:
    Available Support: You can recharge Snow Leopard to add 1d4 to your combat check, or Wyrmsmite to reduce damage by 4 but please don't recharge both.

    Other: Korundo's currently selected feat: Handsize 6. Leryn is giving Korundo Perception: Wisdom +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

    wisdom 5 aided by hour: 1d6 + 1d4 ⇒ (6) + (1) = 7

    Enora aint afraid of no hound.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    On Korundo's turn...
    Wis 5: 1d6 + 1d4 ⇒ (2) + (3) = 5
    Radovan snarls at the Yeth Hound. "Don't try to frighten me. I'll frighten *you*!"

    It is the hour of 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.

    Radovan still wants to rescue poor Oikey and he realizes that he might be better able to do so if he wasn't also guarding her brother Aukey, so he deputizes his friend Korundo. "Here, watch Aukey for me again while I get his sister off of the bridge. He's had his snack already and he might tell you that he can stay up until the Hour of Cayden's Revelry, but that's way past his bedtime!" Turning to Aukey, he whispers, "He's a bit of a drunk, so keep an eye on him."
    Give card: Rescue to Korundo.

    Free explore: Bridge 2 is Rescue. Summon and encounter Grioth first.
    Once again, Radovan spies poor Oikey, and once again she is being held captive by a fearsome creature from beyond!

    Grioth:
    Grioth
    Story Bane Monster 1

    Traits
    Aberration
    Grioth
    Veteran

    Check
    Combat
    10+##

    Powers
    Immune to Cold.
    If undefeated, discard the top card of your deck and suffer the scourge Dazed.


    Radovan & Fell Viridio adds 1d4+2 (and the Poison trait)
    Enora reveals Binder's Tome to add 1d4
    Revealing Galvanic Chakram to add Dex (1d8+2) + 1d8+1=2d8+3
    Combat 10+4=14: 2d8 + 3 + 2d4 + 2 ⇒ (6, 3) + 3 + (2, 4) + 2 = 20

    Once again, Radovan slays another one of the ferocious Grioths. Now to coax Oikey from her hiding place.

    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.

    Enora reveals Binder's Tome
    Diplomacy 8+2=10: 1d8 + 2 + 1d4 ⇒ (5) + 2 + (4) = 11
    This time, Oikey overcomes her nervousness - or perhaps she is just tired of these Grioths - and she rushes out from the bridge.
    Draw Rescue 2 into hand - we all now have Rescue cards in hand for when we meet the villain.

    As Radovan rejoices in saving Oikey - Truly, I *am* a bodyguard! - he looks up and is aghast to see that, with its dying breath, the Grioth has struck down his friend Snick. "Oh no, what kind of bodyguard allows this to happen?!? We must stop what we are doing and give Snick a proper burial."

    Bury Snick to close Bridge.
    Bridge is closed - everyone is moved to the Cliff.

    The ground here turns out to be quite difficult to dig, so eventually the group agrees to toss Snick's body off the highest cliff in the village. As they do so, Radovan pauses and weeps at his bodyguarding failure, while inside his devils laugh at his distress.

    End turn, reset hand.

    Radovan 2.2 wrote:

    Hand: Galvanic Chakram +1, Dagger Pistol +1, Alchemical Cartridges, Appleslayer, Blessing of the Quartermaster 1, Rescue 2,

    Displayed: Swamp Ooze (Fell Viridio 1),
    Deck: 8 Discard: 3 Buried: 1
    Current Location: Castle
    Hero Points: 1
    NOTES:
    Available Support: Blessings and other cards available unless stated otherwise.

    Blessing of the Quartermaster 1

    Movement: If location closes, move to: n/a

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Zae, Alaeron, Burglar's Buckler, Embalming Fluid
    Recharged: Thieves' Tools, Stormrune Knife, Mouse, Blessing of the Quartermaster 2,
    Discard Pile: Rodrick, Blessing of Abadar, Blessing of the Elements,
    Buried Pile: Snick,

    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 (Quang)
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude = Con +2 (Norge)
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Cha +2
    Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:

  • At the start of the scenario, display any 1 devil form (Quang) ([X] 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.
  • Norge: reduce Fire damage dealt to you to 0.
  • Norge: Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
  • Norge: On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
  • Fell Viridio: reduce Poison damage dealt to you to 0.
  • Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
  • Fell Viridio: On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


  • Goblin Pirate Deck Handler

    The hour is Incitation No effect

    Ranzak looks around to see where he's been dragged off to this time.

    He tries to stay away from the edge of the cliff, and almost falls into a patch of Burning Tar
    He jumps around to shake off the small amount that's stuck to his boots, and manages to splash some on everybody else as well!

    BA: Everybody takes one point of Fire damage
    Ranzak discards his hand crossbow.

    Mindful of the treacherous nature of this location, Ranzak asks Radovan to assist him in extinguishing the tar.
    (Request Radovan to recharge his Blessing of the Quartermaster to bless the check)

    Dexterity 6+#=8: 2d10 + 2 ⇒ (1, 7) + 2 = 10, dropping the 1 = 9 Still good enough, though.

    End turn and reset hand, drawing Blessing of the Samurai.

    Ranzak wrote:

    Hand: Arquebus, Wolfhide Armor, Blood Periapt, Elixir of Healing +, Emerald of Dexterity, Blessing of the Samurai #1, Rescue,

    Displayed:
    Deck: 8 Discard: 3 Buried: 1
    Current Location: Cliff
    Hero Points: 2
    NOTES:
    Available Support: Blessings generally available.
    Movement: Ranzak sticks closely to Radovan
    Other: Starred boons updated to 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 (☑ 3,) 4, 5, or 6, explore your location.

    Turn Summary:
    Cliff Card#1 (Burning Tar) defeated (everyone takes 1 point of Fire damage)
    Ranzak asked Radovan to recharge his Blessing.

    Dark Archive

    deck handler

    "Ouch." Discard Blessing of Milani to fire damage. Radovan displays a monster.
    Prayer: When this is the hour: No effect.

    After handing Korundo a Cure scroll Enora creeps along the cliffs edge but she runs into an

    Cliff Card 2: Ogre:

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

    Everyone takes 1 combat dmg. Discard Wall of Light (Loot) to the dmg.

    combat 12 +4 casting Life Drain 1, discarding Frilled Lizard, revealing Binder's Tome: 1d12 + 5d4 + 3 ⇒ (9) + (1, 2, 2, 2, 3) + 3 = 22
    folio reroll on the 1: 1d4 ⇒ 4

    Fighting near cliffs is dangerous but the Ogre's life was drained.

    recharge 1. Pyrotechnic Blast, 2. Wall of Light (Loot): 1d2 ⇒ 1

    Enora ends her turn.

    Enora attempts to recover all cards in her Recovery pile.
    Life Drain 1: Enora heals 1 then 9: 1d12 + 3 ⇒ (3) + 3 = 6 -> Life Drain 1 discarded.

    Enora resets her hand.

    Enora wrote:

    Hand: Fire Snake, Binder's Tome, Rescue, Marionette, Blessing of the Spellbound 1, Sapphire of Intelligence, Locate Object,

    Displayed:
    Deck: 6 Discard: 4 Buried: 1
    "Current Location: Cliff
    Hero Points: 1"
    "NOTES:
    Available Support: Blessings are available for us

    Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

    Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    Movement: Move me to the same location as Korundo 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.

    Korundo passed Cure.
    Everyone takes 1 combat dmg. (On top of the 1 fire dmg from Ranzak's turn.)
    Cliff card 2 banished.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    On Ranzak's turn...

    Radovan power reduces Fire dmg from Burning Tar by 1 to 0. Radovan draws a monster - Brain Ooze (2) - and displays it on Quang.

    Recharge BotQ 1 to bless Ranzak's check.

    On Enora's turn...

    Discard Appleslayer to 1 combat dmg. Radovan draws a monster - Quivering Cube (2) - and displays it on Quang.


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

    During This Scenario:

  • You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Cell.

  • Before you encounter the Rescue, summon and encounter the danger; if it is not defeated, the Rescue is evaded. When you would draw a new ally for defeating the Rescue, instead draw the Rescue proxy. If a Rescue proxy would go anywhere other than a character's hand, shuffle it into your location.
  • When you encounter the villain, before acting, bury 1d4 cards. After acting, if each character cannot reveal a Rescue proxy, the villain is undefeated.

    Additional Rules: =
    THREAT LIST:

  • Danger: Grioth
  • Villain: Grioth (Galadryth)
  • Closing Henchmen: Rescues - Proxy A

    Scenario Level (#): 2

    Turn: 13, Korundo/Akaitora

    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:
    Will-o'-wisp
    Core
    Monster 2
    Traits:
    Aberration
    Electricity
    To Defeat:
    Combat 13
    Immune to Attack. All damage is Electricity damage.
    After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.

    Spoiler:
    Spectre
    Core
    Monster 2
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Drained.

    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:
    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:
    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.

    Spoiler:
    Cryptic Message
    Core
    Barrier 2
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If undefeated, you may banish this barrier.
    If defeated, you may examine the top 2 cards of your location and return them in any order.

    Spoiler:
    Guardian Door
    Core
    Barrier 2
    Traits:
    Obstacle
    Task
    To Defeat:
    Intelligence
    Diplomacy
    Disable
    Stealth 8
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    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:
    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:
    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:
    Lucky Starknife
    Core
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 11
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
    On a local combat check, after the roll, 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:
    Flaming Mace
    Core
    Weapon 2
    Traits:
    Bludgeoning
    Fire
    Mace
    Magic
    Melee To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

    Spells
    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:
    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:
    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:
    Fire Bolt
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 8
    For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Armors
    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.

    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:
    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:
    Helm of the Valkyrie
    Core
    Armor 2
    Traits:
    Heavy Armor
    Helm To Acquire:
    Constitution
    Fortitude 8
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    At the end of your turn, recharge to move.
    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.

    Items
    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.

    Spoiler:
    Belt of Physical Prowess
    Core
    Item 2
    Traits:
    Accessory
    Magic To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    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:
    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:
    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.

    Allies
    Spoiler:
    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.

    Spoiler:
    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.

    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:
    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:
    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.

    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:
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.

    Spoiler:
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    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:
    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: After discarding any number of cards as damage, draw a card.

    Top of Blessing Discard Pile:

    Zon-kuthon's Pain:
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.

    Blessings Remaining: 17

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Radovan/AbrahamZ
    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 2 Blessings Deck Card 2 Ranzak/JohnF
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1. To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Enora/Bigguyinblack
    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 Blessings Deck Card 4 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 5 Blessings Deck Card 5 Radovan/AbrahamZ
    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 Blessings Deck Card 6 Ranzak/JohnF
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Enora/Bigguyinblack
    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 8 Blessings Deck Card 8 Korundo/Akaitora
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Radovan/AbrahamZ
    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 Ranzak/JohnF
    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 11 Blessings Deck Card 11 Enora/Bigguyinblack
    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 Korundo/Akaitora
    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:
    Blessings Deck Card 13 Blessings Deck Card 13 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 14 Blessings Deck Card 14 Ranzak/JohnF
    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 Enora/Bigguyinblack
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1. To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Spoiler:
    Blessings Deck Card 16 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 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.

    Location #1: Cell
    Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Cell Card 1:
    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.
    Cell Card 2:
    Bound Homunculus
    Core
    Ally 2
    Traits:
    Construct
    Magic To Acquire:
    Intelligence
    Arcane
    Craft 8
    OR Charisma
    Diplomacy 10
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.
    Cell Card 3:
    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.
    Cell Card 4:
    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.
    Cell Card 5:
    Grioth
    Core
    Story Bane 1
    Traits:
    Aberration
    Grioth
    To Defeat:
    Combat 10+##
    Immune to Cold.
    If undefeated, discard the top card of your deck and suffer the scourge Dazed.
    Cell Card 6:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Cell Card 7:
    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.
    Cell Card 8:
    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.
    Cell 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.
    Cell Card 10:
    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.

    Location #6: Cliff
    Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, Radovan/AbrahamZ, Ranzak/JohnF, None
    Cliff Card 1:
    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.
    Cliff Card 2:
    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.
    Cliff Card 3:
    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.
    Cliff Card 4:
    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.
    Cliff Card 5:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.
    Cliff Card 6:
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Cliff Card 7:
    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.
    Cliff Card 8:
    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.

  • Grand Lodge

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

    During Radovan's turn, Korundo receives Rescue from Radovan.

    During Ranzak's turn, Korundo discards Compass as Fire Damage.

    During Enora's turn, Korundo receives Enora's Cure from Enora, then Korundo reveals his Arboreal Armor to reduce Combat Damage dealt to him by 1 to 0.

    Starting Korundo's turn. The hour is Zon Kuthon's Pain. Hour Power: After discarding any number of cards as damage, draw a card.

    At the start of his turn, Leryn activates to examine Cliff Card 1: Quarterstaff.

    Korundo will explore to encounter Card 1: Quarterstaff. He will try to acquire it.

    CtA Melee 4: 1d10 + 2 ⇒ (9) + 2 = 11

    Acquired! Korundo will cast Cure on Enora to heal her.

    Heal on Enora: 1d4 + 1 ⇒ (1) + 1 = 2

    Korundo will then reload Leryn to examine Cliff Card 2: Evoker, and Cliff Card 3: Half-Plate.

    We don't want to be fighting that Evoker if we don't have to, so I'll ask Enora to banish Locate Object. She encounters the Half-Plate and banishes it (by failing to acquire it). Cliff is shuffled.

    Korundo will then discard Snow Leopard to explore again.

    Random card to encounter, ignoring 3: 1d7 + 1 ⇒ (5) + 1 = 6

    Korundo encounters Cliff Card 6: Urgathoa's Gluttony. Korundo will try to acquire it.

    CtA Divine 7: 1d8 + 4 ⇒ (2) + 4 = 6

    Urgathoa's Gluttony is banished :(. Korundo has no way to keep exploring. At the end of his turn, he is going to recharge Desna's Star to recharge a random card from his discard pile: Animal Call.

    Korundo attempts to recover all cards in his Recovery pile.
    Enora's Cure: Divine 8: 1d8 + 4 ⇒ (5) + 4 = 9 -> Enora's Cure recharged.

    Korundo resets his hand. After the start of Radovan's turn, Korundo re-displays Leryn, as usual.

    Korundo wrote:

    Hand: Wyrmsmite, (Acquired)Quarterstaff, Bloodscent, Arboreal Armor, (Acquired)Rescue,

    Displayed: Leryn,
    Deck: 14 Discard: 2 Buried: 2
    Current Location: Cliff
    Hero Points: 1
    NOTES:
    Available Support: Recharge Wyrmsmite to reduce damage dealt to you by 4.
    Other: Korundo's currently selected feat: Handsize 6. Leryn is giving Korundo Perception: Wisdom +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.

    SUMMARY
    -Enora was healed for 2.
    -Enora casted Locate Object to try to acquire (and fail) Card 3
    -Cliff is shuffled.


    Since there was a shuffle; a quick update!

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

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

    During This Scenario:

  • You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Cell.

  • Before you encounter the Rescue, summon and encounter the danger; if it is not defeated, the Rescue is evaded. When you would draw a new ally for defeating the Rescue, instead draw the Rescue proxy. If a Rescue proxy would go anywhere other than a character's hand, shuffle it into your location.
  • When you encounter the villain, before acting, bury 1d4 cards. After acting, if each character cannot reveal a Rescue proxy, the villain is undefeated.

    Additional Rules: =
    THREAT LIST:

  • Danger: Grioth
  • Villain: Grioth (Galadryth)
  • Closing Henchmen: Rescues - Proxy A

    Scenario Level (#): 2

    Turn: 14, Radovan/AbrahamZ

    Random Cards:

    Monsters
    Spoiler:
    Will-o'-wisp
    Core
    Monster 2
    Traits:
    Aberration
    Electricity
    To Defeat:
    Combat 13
    Immune to Attack. All damage is Electricity damage.
    After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random 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:
    Unseen Sentinel
    Core
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 11
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.

    Spoiler:
    Brain Ooze
    Core
    Monster 2
    Traits:
    Mental
    Ooze
    To Defeat:
    Combat 12
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.

    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.

    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:
    Secret Stockpile
    Core
    Barrier 2
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 9
    OR Wisdom
    Perception 11
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.

    Spoiler:
    Imprisonment
    Core
    Barrier 2
    Traits:
    Lock
    Obstacle
    To Defeat:
    Dexterity
    Diplomacy
    Disable
    Stealth 9
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

    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:
    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.

    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:
    Shock Glaive
    Core
    Weapon 2
    Traits:
    2-Handed
    Electricity
    Magic
    Melee
    Polearm
    Slashing To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
    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:
    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:
    Lucky Starknife
    Core
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 11
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
    On a local combat check, after the roll, freely recharge to add 1d4.
    You may use this power even if you have previously revealed this card on this check.

    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:
    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:
    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.

    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:
    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:
    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 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 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:
    Magic Full Plate
    Core
    Armor 2
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Items
    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:
    Belt of Physical Prowess
    Core
    Item 2
    Traits:
    Accessory
    Magic To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

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

    Allies
    Spoiler:
    Flensing Jelly
    Core
    Ally 2
    Traits:
    Alchemical
    Ooze To Acquire:
    Intelligence
    Craft 9
    OR Wisdom
    Survival 11
    On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
    Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
    DURING RECOVERY
    You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

    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:
    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:
    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.

    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:
    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:
    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:
    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:
    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: You may avenge by discarding a card.

    Top of Blessing Discard Pile:

    Calistria's Sting:
    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.

    Blessings Remaining: 16

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Ranzak/JohnF
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1. To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Enora/Bigguyinblack
    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 Blessings Deck Card 3 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 4 Blessings Deck Card 4 Radovan/AbrahamZ
    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 Blessings Deck Card 5 Ranzak/JohnF
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Enora/Bigguyinblack
    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 Blessings Deck Card 7 Korundo/Akaitora
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Radovan/AbrahamZ
    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 9 Blessings Deck Card 9 Ranzak/JohnF
    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 10 Blessings Deck Card 10 Enora/Bigguyinblack
    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 11 Blessings Deck Card 11 Korundo/Akaitora
    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:
    Blessings Deck Card 12 Blessings Deck Card 12 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 13 Blessings Deck Card 13 Ranzak/JohnF
    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 14 Blessings Deck Card 14 Enora/Bigguyinblack
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1. To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    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.
    Spoiler:
    Blessings Deck Card 16 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.

    Location #1: Cell
    Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Cell Card 1:
    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.
    Cell Card 2:
    Bound Homunculus
    Core
    Ally 2
    Traits:
    Construct
    Magic To Acquire:
    Intelligence
    Arcane
    Craft 8
    OR Charisma
    Diplomacy 10
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.
    Cell Card 3:
    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.
    Cell Card 4:
    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.
    Cell Card 5:
    Grioth
    Core
    Story Bane 1
    Traits:
    Aberration
    Grioth
    To Defeat:
    Combat 10+##
    Immune to Cold.
    If undefeated, discard the top card of your deck and suffer the scourge Dazed.
    Cell Card 6:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Cell Card 7:
    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.
    Cell Card 8:
    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.
    Cell 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.
    Cell Card 10:
    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.

    Location #6: Cliff
    Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, Radovan/AbrahamZ, Ranzak/JohnF, None
    Cliff Card 1:
    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.
    Cliff Card 2:
    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.
    Cliff Card 3:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.
    Cliff Card 4:
    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.
    Cliff Card 5:
    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.

  • Dark Archive

    deck handler

    Enora heals Blessing of Milani and Life Drain 1. Thanks! Enora recharges Wall of Light (Loot) when she casts Locate Object.

    Enora attempts to recover all cards in her Recovery pile.
    Locate Object: Enora 8: 1d12 + 3 ⇒ (3) + 3 = 6 -> Locate Object discarded.

    Enora wrote:

    Hand: Fire Snake, Binder's Tome, Rescue, Marionette, Blessing of the Spellbound 1, Sapphire of Intelligence,

    Displayed:
    Deck: 9 Discard: 2 Buried: 1
    "Current Location: Cliff
    Hero Points: 1"
    "NOTES:
    Available Support: Blessings are available for us

    Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

    Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    Movement: Move me to the same location as Korundo 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.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    It is the hour of Calistria's Sting. Hour Power: You may avenge by discarding a card.

    Radovan displays Alchemical Cartridges

    Free explore: Cliff 1

    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.

    Diplomacy 5, Enora reveals Binders Tome: 1d8 + 2 + 1d4 ⇒ (6) + 2 + (3) = 11

    discard Benefaction to explore Cliff 2

    Finds Rescue but must pause turn for childcare.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    High atop the cliff at the edge of the village, Radovan spots Karouke, a cousin of Aukey and Oikey, being held hostage by yet another Grioth. He's had about enough of their shenanigans.

    Grioth:
    Grioth
    Story Bane Monster 1

    Traits
    Aberration
    Grioth
    Veteran

    Check
    Combat
    10+##

    Powers
    Immune to Cold.
    If undefeated, discard the top card of your deck and suffer the scourge Dazed.

    Radovan & Fell Viridio adds 1d4+2 (and the Poison trait)
    Banish Swamp Ooze to add 2d6+1
    Reveal Dagger Pistol +1 and bury Alchemical Cartridges to add Dex (1d8+2) + 3d6+1
    Combat 10+4=14: 1d8 + 2 + 3d6 + 1 + 1d4 + 2 + 2d6 + 1 ⇒ (5) + 2 + (6, 4, 6) + 1 + (3) + 2 + (5, 4) + 1 = 39

    Rules question: could Enora also reveal Binder's Tome to add 1d4 given the use of Alchemical Cartridges, or would that violate the rule on not playing more than 1 card type (item in this case)?

    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.

    Enora reveals Binder's Tome to add 1d4
    Bury Quivering Cube (2)
    Diplomacy 8+2=10: 1d8 + 2 + 1d4 + 1d6 + 2 ⇒ (7) + 2 + (3) + (3) + 2 = 17
    Rescue 3 acquired

    Bury Brain Ooze (2)
    Acrobatics 6+2=8: 1d8 + 4 + 1d6 + 2 ⇒ (1) + 4 + (3) + 2 = 10
    1 becomes a 0, for a final result of 9, still good enough.
    Cliff is closed. Everyone is moved to the Cell.

    With the two siblings rescued, and now their cousin as well, Radovan suggests that the group head to the prison to confront the evil mastermind of this nightmare. Though he likes being a bodyguard, he's had enough of these hostage takers!

    End turn, reset hand.

    Radovan 2.2 wrote:

    Hand: Galvanic Chakram +1, Dagger Pistol +1, Burglar's Buckler, Zae, Rescue 2, Rescue 3,

    Displayed:
    Deck: 7 Discard: 5 Buried: 4
    Current Location: Castle
    Hero Points: 1
    NOTES:
    Available Support: Blessings and other cards available unless stated otherwise.

    Movement: If location closes, move to: n/a

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Alaeron, Embalming Fluid
    Recharged: Thieves' Tools, Stormrune Knife, Mouse, Blessing of the Quartermaster 2, Blessing of the Quartermaster 1,
    Discard Pile: Rodrick, Blessing of Abadar, Blessing of the Elements, Appleslayer, Benefaction,
    Buried Pile: Snick, Alchemical Cartridges, Quivering Cube (Quang 2), Brain Ooze (Quang 2),

    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 (Quang)
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude = Con +2 (Norge)
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Cha +2
    Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:

  • At the start of the scenario, display any 1 devil form (Quang) ([X] 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.
  • Norge: reduce Fire damage dealt to you to 0.
  • Norge: Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
  • Norge: On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
  • Fell Viridio: reduce Poison damage dealt to you to 0.
  • Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
  • Fell Viridio: On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


  • Regarding Alchemical Cartridges...

    I'm not actually certain whether it counts as playing an item or not - the 'bury this card instead of something else' is a rare power to see. On balance, you're choosing to take an action with a displayed card (you may X to do Y) so I'm pretty sure it does count as playing an item, though.

    Plus, if it didn't count as playing an item, then Alchemists wouldn't be able to use them very well.

    Do note - though it isn't particularly intuitive - I believe you still need to roll the 1d12 for using a pistol even if you buried an Alchemical Cartridge in its place. That's at least the ruling that a VO gave me in the past when I asked, since the pistol was objectively not buried (even though you used the 'bury' power).

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

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

    During This Scenario:

  • You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Cell.

  • Before you encounter the Rescue, summon and encounter the danger; if it is not defeated, the Rescue is evaded. When you would draw a new ally for defeating the Rescue, instead draw the Rescue proxy. If a Rescue proxy would go anywhere other than a character's hand, shuffle it into your location.
  • When you encounter the villain, before acting, bury 1d4 cards. After acting, if each character cannot reveal a Rescue proxy, the villain is undefeated.

    Additional Rules: =
    THREAT LIST:

  • Danger: Grioth
  • Villain: Grioth (Galadryth)
  • Closing Henchmen: Rescues - Proxy A

    Scenario Level (#): 2

    Turn: 15, Ranzak/JohnF

    Random Cards:

    Monsters
    Spoiler:
    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.

    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:
    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:
    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.

    Spoiler:
    Will-o'-wisp
    Core
    Monster 2
    Traits:
    Aberration
    Electricity
    To Defeat:
    Combat 13
    Immune to Attack. All damage is Electricity damage.
    After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.

    Barriers
    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:
    Imprisonment
    Core
    Barrier 2
    Traits:
    Lock
    Obstacle
    To Defeat:
    Dexterity
    Diplomacy
    Disable
    Stealth 9
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

    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:
    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.

    Spoiler:
    Guardian Door
    Core
    Barrier 2
    Traits:
    Obstacle
    Task
    To Defeat:
    Intelligence
    Diplomacy
    Disable
    Stealth 8
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    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:
    Deathbane Light Crossbow
    Core
    Weapon 1
    Traits:
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
    On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.

    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:
    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.

    Spells
    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:
    Magic Eye
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 7
    Banish to examine the top 3 cards of your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.

    Spoiler:
    Heat Metal
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7
    On a local combat check, banish to add 1d4+1 and the Fire trait.
    On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.

    Spoiler:
    Fly
    Core
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spoiler:
    Twisted Space
    Core
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 8
    When a character encounters a monster, banish to let them evade it; a local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Armors
    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.

    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:
    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:
    Brute Force Shield
    Core
    Armor 2
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Shield of Resistance
    Core
    Armor 2
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
    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:
    Elixir of Focus
    Core
    Item 2
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence
    Craft 8
    On a local non-combat check, banish to add the character's Intelligence or Craft skill.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 10 check to recharge this card.

    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.

    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:
    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:
    Token of Remembrance
    Core
    Item 0
    Traits:
    Arcane
    Divine
    Magic
    Object To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 5
    On your check to recharge a spell, recharge to add 1d8.
    Bury to reload a spell from your discards.

    Allies
    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:
    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:
    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:
    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.

    Blessings
    Spoiler:
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    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.

    Spoiler:
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.

    Spoiler:
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    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 your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.

    Top of Blessing Discard Pile:

    Lamashtu's Madness:
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1. To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.

    Blessings Remaining: 15

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Enora/Bigguyinblack
    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 2 Blessings Deck Card 2 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 3 Blessings Deck Card 3 Radovan/AbrahamZ
    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 4 Blessings Deck Card 4 Ranzak/JohnF
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Enora/Bigguyinblack
    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 Korundo/Akaitora
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Radovan/AbrahamZ
    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 Ranzak/JohnF
    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 9 Blessings Deck Card 9 Enora/Bigguyinblack
    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 Korundo/Akaitora
    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:
    Blessings Deck Card 11 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 Blessings Deck Card 12 Ranzak/JohnF
    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 Enora/Bigguyinblack
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1. To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    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.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 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.

    Location #1: Cell
    Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, Radovan/AbrahamZ, Ranzak/JohnF, (Grioth == Villain)

    Cell Card 1:
    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.
    Cell Card 2:
    Bound Homunculus
    Core
    Ally 2
    Traits:
    Construct
    Magic To Acquire:
    Intelligence
    Arcane
    Craft 8
    OR Charisma
    Diplomacy 10
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.
    Cell Card 3:
    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.
    Cell Card 4:
    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.
    Cell Card 5:
    Grioth
    Core
    Story Bane 1
    Traits:
    Aberration
    Grioth
    To Defeat:
    Combat 10+##
    Immune to Cold.
    If undefeated, discard the top card of your deck and suffer the scourge Dazed.
    Cell Card 6:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Cell Card 7:
    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.
    Cell Card 8:
    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.
    Cell 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.
    Cell Card 10:
    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.


  • Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    Interesting about still needing to roll for the pistol. After a close reading of both cards I think that's pretty clearly the RAW. I wonder if that was the intent?

    Shuffle pistol?: 1d12 ⇒ 10


    Goblin Pirate Deck Handler

    On Enora's turn: Reveal Wolfhide Armor to take care of the Combat Damage.

    Ranzak looks around yet another new location. He's getting quite giddy!

    The first thing he spots is a scroll of Erastils' Eye - a Blessing one. He picks it up.
    (the CtA - Survival 4+#=6 - is an automatic success for Ranzak)

    Explore again 3?: 1d6 ⇒ 2 No?

    Discard Erastil's Eye to explore again.
    Hiding in the corner is a Bound Homunculus - an Ally 2.
    Discarding Blessing of the Samurai to bless the check
    Intelligence 8: 2d4 + 1d4 + 1 ⇒ (3, 2) + (2) + 1 = 8 Ranzak has a new friend.

    Explore Again 3?: 1d6 ⇒ 1 Still no.

    Ranzak ends his turn.

    Ranzak wrote:

    Hand: Arquebus, Wolfhide Armor, Blood Periapt, Elixir of Healing +, Emerald of Dexterity, Bound Homunculus, Rescue,

    Displayed:
    Deck: 8 Discard: 5 Buried: 1
    Current Location: Cell
    Hero Points: 2
    NOTES:
    Available Support: Blessings generally available.
    Movement: Ranzak sticks closely to Radovan
    Other: Starred boons updated to 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 (☑ 3,) 4, 5, or 6, explore your location.

    Dark Archive

    deck handler

    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.

    Enora looks for a way out..

    Cell Card 3: 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.

    wisdom 6 recharging Sapphire of Intelligence: 1d12 ⇒ 7

    "Nice kitty."

    Discard Blessing of the Spellbound 1 to explore.

    Cell Card 4: 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.

    Snakes made of fire make good lockpicks.

    Disable 6 +2 casting Fire Snake: 1d12 + 3 ⇒ (3) + 3 = 6
    use a hero point to reroll: 1d12 + 3 ⇒ (5) + 3 = 8
    Recharge Locate Object.

    Enora ends her turn.

    Enora attempts to recover all cards in her Recovery pile.
    Fire Snake: Enora 8: 1d12 + 3 ⇒ (11) + 3 = 14 -> Fire Snake recharged .

    Enora resets her hand.

    Enora wrote:

    Hand: Lightning Bolt, Binder's Tome, Rescue, Marionette, Blessing of the Spellbound 3, Droogami, Blessing of the Spellbound 2,

    Displayed:
    Deck: 10 Discard: 2 Buried: 1
    "Current Location: Cell
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.

    Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

    Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    Droogami: On a local combat or Survival check, recharge to add 1d4.

    Movement: Move me to the same location as Korundo 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.

    Grand Lodge

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

    Starting Korundo's turn. The hour is Gorum's Iron. When this is the hour: On your non-Attack combat check, add 1.

    At the start of Korundo's turn, Leryn examines Cell Card 5: Galadryth, the villain!

    Korundo was, unknowingly, being guided by the wolf. Even through his drunken stupor, Korundo was able to infer that the wolf had sensed danger up ahead when it stopped in its tracks with a low, quiet growl.

    Korundo will explore to encounter the villain.

    "O-ho-ho. Finally...YOU!! OVER THERE!! Yesh you...filthy, ugly bhat. You and your sorry....lot! messed with the wrong folk. You are going to...RELEASE THESE VILLAGERSH and I'll see about *hic* giving you a quick death!"

    As a smirk formed on the grioth's face, Korundo drew Wyrmsmite and charged forward. The grioth, however, had been well prepared and Korundo sprung a trap!

    BYA scenario effect, burying cards: 1d4 ⇒ 4

    The trap threatened to hurt the human kid that Radovan was calling Oikie. Korundo had to interpose himself between the trap and the kid, taking grievous damage as a result.

    His orc ferocity, however, allowed him to stand up and keep fighting!

    "FORRRRR GOOOOORUUUUUUUM!!"

    Well, there goes my hand. But that's what having the Melee skill is for.

    For his check to defeat, Korundo will use his Melee skill. He will ask Enora to reveal her Binder's Tome and to discard her Blessing of the Spellbound to bless Korundo's check. He will also ask Ranzak to banish his Bound Homunculus to add 1d8 to his check. The hour adds 1 to my check to defeat.

    CtD Combat, Melee 14: 2d10 + 1d8 + 1d4 + 2 + 1 ⇒ (7, 7) + (8) + (1) + 2 + 1 = 26

    In a combined effort Radovan protected the rescued villagers while Enora peppered the grioth with magic missiles and confounded the aberration's mind at the same time that Ranzak provided a distraction for Korundo to reach for the Grioth and tear its limbs apart.

    Panting, Korundo removed a key chain from the corpse's belt and opened the remaining cells before throwing up and passing out.

    After we act, each of us reveals a Rescue, so Galadryth is defeated!

    As Korundo loudly snored away covered in the creature's weird, translucent blood, the rest of the party pondered how they would carry the enormous half-orc who refused to be woken up.

    WE WIN!


    Korundo drew a random ally from closing the Cell; Dog.

    COMPLETED SCENARIO 2C: SPIRITED AWAY

    TIER PROGRESSION:
    All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
    Radovan, Enora, Korundo -> Tier 2, 3XP
    Ranzak -> Tier 3, 1XP

    SCENARIO REWARD:

  • A character gets the Loot armor Voidglass Armor.
    Plausibly worthwhile even without the relevant Heavy Armor proficiency.

    DEVELOPMENT:

    You have broken through the grioths' cell of webs and freed their prisoners. Filled with gratitude, the families of the victims try to give you what riches they can muster. You are satisfied with simply reuniting them with their loved ones.

    You find yourself contemplating this Dark Window through which the grioths come. Priestess Targas spoke of forcing them back through the window, but that seems too likely to repeat the danger the land currently faces.

    Should you encounter this Dark window, you will shatter it for all eternity. The grioths can find another world to invade.

    PERSONALIZED DEVELOPMENT:
    To everyone's amazement, the drunken half-orc somehow managed to break through the grioths' cell of webs and free the remaining prisoners. Filled with gratitude - and no small amount of fear at the sight of their orcish, goblinoid and infernal 'rescuers' - the families of the victims try to give you what riches they can muster. You are more concerned with returning them safely to town; Belhaim would be hard pressed to refuse any boon you demanded of them at this point.

    Enora contemplates this Dark Window through which the grioths come, knowing something of the dark lore at work. Priestess Targas spoke of forcing them back through the window, but Enora recognizes that would be a short term solution; one that would be faced once again decades or centuries from now. Who knows how many would die when they were to return?

    Should you encounter this Dark Window, you will shatter it for all eternity. The grioths can find another world to invade.

    Now; you have a half-orc to carry back to Belhaim, and the rescued citizens seem too fearful to approach him. Radovan is quick to excuse himself, citing the difficulty of sharing the weight with someone half his size - though he jokingly suggests that Enora could stand atop Ranzak's shoulders to solve that problem.

    ACQUIRED CARDS:

    Dog (Ally 0)
    Mouse (Ally 0)
    Fox (Ally 1)
    Droogami (Ally 1)
    Bound Homunculus (Ally 2)

    Benefaction (Blessing 0)
    Cayden Cailean's Revelry (Blessing 1)
    Erastil's Eye (Blessing 1)

    Elixir of Healing (Item 0)
    Compass (Item 0)

    Lightning Bolt (Spell 2)

    Quarterstaff (Weapon 0)
    Light Crossbow (Weapon 0)


  • COMPLETED ADVENTURE 2: PATH OF THE DRAGON

    ADVENTURE REWARD:

  • Each character searches their Class Deck box for a level 2 boon and gets it. This does not count towards your Deck Upgrade - you simply get to replace one of the cards in your deck with any level 1 card of that type.

  • Shadow Lodge

    Gentleman, Race: Grand Prix of Absalom, Middle Class
    BR Yewstance wrote:

    COMPLETED ADVENTURE 2: PATH OF THE DRAGON

    ADVENTURE REWARD:

  • Each character searches their Class Deck box for a level 2 boon and gets it. This does not count towards your Deck Upgrade - you simply get to replace one of the cards in your deck with any level 1 card of that type.
  • I presume you mean "any level 2 card ..."


    Yep; my error in not fixing that after copy-pasting.


    ADVENTURE 3: AETEPERAX REDUX

    SCENARIO 3A: THE MONASTERY OF SAINT KYERIXUS

    At last you stand at the threshold of the true threat that imperils Belhaim. Whatever is manipulating events has taken up residence near the ruined Monastery of Saint Kyerixus. This monastery is dedicated to Irori, the god of enlightenment and perfection. Irori would not like the sanctuary for evil that his shrine has become.

    You still don't know who or what is claiming to be Aeteperax - the grioths you captured swore he was indeed the lamentable dragon of yore. They also told you of some of this being's lieutenants. Each has a unique reason for being here, and could be diverted from helping their boss before your final showdown.

    First is the druid Azmur Kell. The Belhaimite priest would not be allied with evil by choice. His wife Rima has gone missing, likely in the clutches of whatever villain is behind all this. Free her, and you might deprive that villain of Azmur Kell's aid.

    The alchemist Pentosh of Manaket might be harder to dislodge. She is paid well in alchemical and magic items for her service. To get her to defect, you'd have to somehow convince her that her fears should win out over her greed.

    Then there's the lunar naga Thaena. From the reports, the serpentine astrologer has gone slightly mad from longing for Aeteperax, believing the villain to be the powerful dragon from lore. If she can be convinced that her assistance is not wanted here, she may slither away.

    If these lieutenants weren't enough, there's the ever-present danger of the grioths. There is no persuading these savage bat creatures to leave. The only way to end this threat is to find the Irorian abbot that guards the Dark Window through which the grioths came. If you shatter the Dark Window, all the grioths will be banished back to their home planet. That's good for everyone.

    Pierce the monastery, confront Aeteperax's lieutenants, and put yourself in the best position possible. These tasks you must accomplish. for if something convinced these beings it is as powerful as Aeteperax, you would very much like to face it when it has a few allies as possible.

    SETUP:

  • Display the story bane Planar Rift and mark it once for each location.

    LOCATIONS:
    1 - Library
    1 - Ruin
    1 - Shrine
    2 - Tower
    3 - Oubliette
    4 - Castle

    THREAT LIST:

  • Danger: Mummy (Kanjougas, Abbot of Irori)
  • Villain: None
  • Closing Henchmen: Green Faith Druid (Azmur Kell), Chemist (Pentosh), Lunar Naga (Thaena), Grioths - Proxy A

    DURING THIS SCENARIO:

  • When you encounter the danger, if you have the Monk trait or if you reveal an Irori card, you may evade it.

  • When you defeat the Green Faith Druid, Chemist, or Lunar Naga, put it into a henchman pile instead of banishing it.

  • At the end of your turn, if the hour's level is 3 or if you closed a location on your turn, you may encounter the Planar Rift. When you defeat the Planar Rift, remove a marker from it, plus an additional marker if a local character banishes an Arcane or Divine card.

  • To win the scenario, remove all markers from the Planar Rift.

  • (The number of henchmen in the henchmen pile will be noted on your Chronicle Sheet, and will impact a future scenario. The more henchmen in the pile, the better.)


  • As usual, post your starting locations, hands and Loot. Any Loot left unpicked will remain in the vault and - by extension - couldpotentially found in locations.

    The Story Banes will be updated in the spreadsheet shortly.

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

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

    During This Scenario:

  • When you encounter the danger, if you have the Monk trait or if you reveal an Irori card, you may evade it.

  • When you defeat the Green Faith Druid, Chemist, or Lunar Naga, put it into a henchman pile instead of banishing it.

  • At the end of your turn, if the hour's level is 3 or if you closed a location on your turn, you may encounter the Planar Rift. When you defeat the Planar Rift, remove a marker from it, plus an additional marker if a local character banishes an Arcane or Divine card.

  • To win the scenario, remove all markers from the Planar Rift.

  • (The number of henchmen in the henchmen pile will be noted on your Chronicle Sheet, and will impact a future scenario. The more henchmen in the pile, the better.)

    Additional Rules: =
    THREAT LIST:

  • Danger: Mummy (Kanjougas, Abbot of Irori)
  • Villain: None
  • Closing Henchmen: Green Faith Druid (Azmur Kell), Chemist (Pentosh), Lunar Naga (Thaena), Grioths - Proxy A

    Planar Rift: 6/6 Markers

    Scenario Level (#): 3

    Random Cards:

    Monsters
    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.

    Spoiler:
    Metal Cobra
    Core
    Monster 2
    Traits:
    Construct
    To Defeat:
    Combat 12
    OR Craft 8
    Immune to Mental and Poison.
    Resistant to Melee and Ranged.
    If undefeated, suffer the scourge Poisoned.

    Spoiler:
    Brain Ooze
    Core
    Monster 2
    Traits:
    Mental
    Ooze
    To Defeat:
    Combat 12
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.

    Spoiler:
    Faceless Stalker
    Core
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
    Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.

    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:
    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:
    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:
    Invisible Wall
    Core
    Barrier 2
    Traits:
    Lock
    Magic
    To Defeat:
    Arcane
    Divine
    Perception 9
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.

    Spoiler:
    Thunderstorm
    Core
    Barrier 2
    Traits:
    Obstacle
    Weather
    To Defeat:
    None 0
    Display this barrier at your location.
    While displayed:
    * When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.

    Spoiler:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    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.

    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:
    Lucky Starknife
    Core
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 11
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
    On a local combat check, after the roll, freely recharge to add 1d4.
    You may use this power even if you have previously revealed this card on this check.

    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:
    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:
    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.

    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:
    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:
    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:
    Fire Bolt
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 8
    For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spoiler:
    Aspect of the Monkey
    Core
    Spell 2
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 7
    Display. While displayed:
    * On your Dexterity and Charisma checks, add 1d6.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.

    Armors
    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:
    Shield of Resistance
    Core
    Armor 2
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
    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:
    Brute Force Shield
    Core
    Armor 2
    Traits:
    Offhand
    Shield To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
    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:
    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.

    Items
    Spoiler:
    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.

    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:
    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:
    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.

    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:
    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:
    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:
    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.

    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:
    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:
    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:
    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:
    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:
    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.

    Top of Blessing Discard Pile:

    :
    [/b]

    Traits: To Acquire:


    Blessings Remaining: 30

    [b]Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 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 Blessings Deck Card 2 Korundo/Akaitora
    The Healing Light
    Core
    Blessing 3
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: Characters cannot suffer scourges. To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Radovan/AbrahamZ
    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:
    Blessings Deck Card 4 Blessings Deck Card 4 Ranzak/JohnF
    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:
    Blessings Deck Card 5 Blessings Deck Card 5 Enora/Bigguyinblack
    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:
    Blessings Deck Card 6 Blessings Deck Card 6 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 7 Blessings Deck Card 7 Radovan/AbrahamZ
    Master of Masters
    Core
    Blessing 3
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your check, you may reroll any dice showing 1. To Acquire:
    Acrobatics
    Divine
    Fortitude 8
    On any check, discard to bless.
    On your check, discard to bless twice.
    Discard to explore. This exploration, you may reroll any dice showing 1.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 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 9 Blessings Deck Card 9 Enora/Bigguyinblack
    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:
    Blessings Deck Card 10 Blessings Deck Card 10 Korundo/Akaitora
    The Savored Sting
    Core
    Blessing 3
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: On your checks while you avenge, bless. To Acquire:
    Charisma
    Divine 8
    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Radovan/AbrahamZ
    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 Blessings Deck Card 12 Ranzak/JohnF
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location. To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Enora/Bigguyinblack
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Korundo/Akaitora
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck. To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Spoiler:
    Blessings Deck Card 15 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 Blessings Deck Card 16 Ranzak/JohnF
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Enora/Bigguyinblack
    The Eternal Rose
    Core
    Blessing 3
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you encounter a monster, you may evade it. To Acquire:
    Charisma
    Divine 8
    On a Dexterity or Charisma check, freely discard to bless.
    On any check, discard to bless.
    Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Korundo/Akaitora
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Radovan/AbrahamZ
    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:
    Blessings Deck Card 20 Blessings Deck Card 20 Ranzak/JohnF
    The All-seeing Eye
    Core
    Blessing 3
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead. To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On an Intelligence or Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order, then explore.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 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 22 Blessings Deck Card 22 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 23 Blessings Deck Card 23 Radovan/AbrahamZ
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire:
    Banish
    A
    Boon 5+#
    OR Bury A Boon Whose Level Is Equal To # 0
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Spoiler:
    Blessings Deck Card 24 Blessings Deck Card 24 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 25 Blessings Deck Card 25 Enora/Bigguyinblack
    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 Blessings Deck Card 26 Korundo/Akaitora
    Lady of Valor
    Core
    Blessing 3
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6. To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 27 Blessings Deck Card 27 Radovan/AbrahamZ
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1. To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Spoiler:
    Blessings Deck Card 28 Blessings Deck Card 28 Ranzak/JohnF
    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 29 Blessings Deck Card 29 Enora/Bigguyinblack
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 30 Blessings Deck Card 30 Korundo/Akaitora
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead. To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.

    Location #1: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #2: 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 #3: Shrine
    Sacred
    Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: None

    Location #4: 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 #5: 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 #6: Castle
    Urban
    At This Location: You may avenge by recharging a card.
    When Closing: Bury a weapon or the top card of your deck.
    When Permanently Closed: You may heal a weapon or an armor.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None


  • Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    Radovan starts out at the Tower, eager to get a look at the surrounding terrain.

    Not taking any loot cards. Choosing Quang and Fell Viridio as devil forms.

    Radovan 3.0 wrote:

    Hand: Stormrune Knife, Dagger Pistol +1, Burglar's Buckler, Appleslayer, Blessing of the Quartermaster 2, Blessing of Abadar,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Tower
    Hero Points: 1
    NOTES:
    Available Support: Blessings and other cards available unless stated otherwise.

    Movement: If location closes, move to: Castle

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hrym, Alaeron, Rodrick, Thieves' Tools, Blessing of the Quartermaster 1, Grogul, Zae, Embalming Fluid, Blessing of the Elements, Poisoned Bullets, Snick
    Recharged:
    Discard Pile:
    Buried Pile:

    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 (Quang)
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude = Con +2 (Norge)
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Cha +2
    Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:

  • At the start of the scenario, display any 1 devil form (Quang) ([X] 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.
  • Norge: reduce Fire damage dealt to you to 0.
  • Norge: Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
  • Norge: On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
  • Fell Viridio: reduce Poison damage dealt to you to 0.
  • Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
  • Fell Viridio: On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.

  • Dark Archive

    deck handler

    Enora will start in the library and take the loot Wall of Light.

    Enora wrote:

    Hand: Blessing of Milani, Marionette, Chronicler, Blessing of the Spellbound 2, Locate Object, Wall of Light (Loot), Blessing of the Spellbound 3,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    "Current Location: Library
    Hero Points: 0"
    "NOTES:
    Available Support: Blessings are available for use.

    Blessing of Milani: Bless Dexterity or Wisdom non-combat checks twice.

    Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    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 ([x] 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

    Ranzak follows Radovan to the Tower

    Ranzak wrote:

    Hand: Arquebus, Hand Crossbow, Gem of Physical Prowess, Poog of Zarongel, Reformarium Servant, Blessing of the Samurai #1, Blessing of Lady Lastbreath,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Tower
    Hero Points: 2
    NOTES:
    Available Support: Blessings generally available.
    Movement: Ranzak sticks closely to Radovan
    Other: Starred boons updated to 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 ☐ 10 ☐ 11
    Proficiencies:
    ☐ Heavy 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) (☑ +3) 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.
    ☐ If another character at your location fails a check to acquire a boon, you may attempt a check to acquire it.


    I may not have another chance for a while to produce updates, so I'll start the scenario now. For now; I'll assume that Wrymsmite and Riding Allosaurus are taken and Voidglass Armor is not taken. If either of those assumptions is incorrect then I'll make any amendments that are necessary to the location decks.

    Korundo may still choose any Loot or starting location, but here's the scenario to otherwise begin when ready.

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

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

    During This Scenario:

  • When you encounter the danger, if you have the Monk trait or if you reveal an Irori card, you may evade it.

  • When you defeat the Green Faith Druid, Chemist, or Lunar Naga, put it into a henchman pile instead of banishing it.

  • At the end of your turn, if the hour's level is 3 or if you closed a location on your turn, you may encounter the Planar Rift. When you defeat the Planar Rift, remove a marker from it, plus an additional marker if a local character banishes an Arcane or Divine card.

  • To win the scenario, remove all markers from the Planar Rift.

  • (The number of henchmen in the henchmen pile will be noted on your Chronicle Sheet, and will impact a future scenario. The more henchmen in the pile, the better.)

    Additional Rules: =
    THREAT LIST:

  • Danger: Mummy (Kanjougas, Abbot of Irori)
  • Villain: None
  • Closing Henchmen: Green Faith Druid (Azmur Kell), Chemist (Pentosh), Lunar Naga (Thaena), Grioths - Proxy A

    Planar Rift: 6/6 Markers

    Scenario Level (#): 3

    Turn: 3, Radovan/AbrahamZ

    Random Cards:

    Monsters
    Spoiler:
    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.

    Spoiler:
    Quivering Cube
    Core
    Monster 2
    Traits:
    Obstacle
    Ooze
    To Defeat:
    Combat 12
    OR Craft 9
    Immune to Electricity, Mental, and Poison.
    If you are at an Underground location, the difficulty to defeat is increased by 4.
    Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.

    Spoiler:
    Mimic
    Core
    Monster 2
    Traits:
    Aberration
    Trap
    To Defeat:
    Combat 15
    OR Wisdom
    Perception 9
    On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
    If undefeated, suffer the scourge Entangled.

    Spoiler:
    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.

    Spoiler:
    Wood Golem
    Core
    Monster 3
    Traits:
    Construct
    Golem
    To Defeat:
    Combat 18
    Immune to Attack, Cold, Mental, and Poison.
    Vulnerable to Fire.
    If the check to defeat has the Fire trait, ignore this monster's immunities.
    Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.

    Barriers
    Spoiler:
    Wyvern Blade Trap
    Core
    Barrier 3
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 12
    If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.

    Spoiler:
    Thunderstorm
    Core
    Barrier 2
    Traits:
    Obstacle
    Weather
    To Defeat:
    None 0
    Display this barrier at your location.
    While displayed:
    * When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.

    Spoiler:
    Warband
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    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:
    Imprisonment
    Core
    Barrier 2
    Traits:
    Lock
    Obstacle
    To Defeat:
    Dexterity
    Diplomacy
    Disable
    Stealth 9
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

    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.

    Weapons
    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:
    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:
    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:
    Deathbane Light Crossbow
    Core
    Weapon 1
    Traits:
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
    On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.

    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:
    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:
    Clairvoyance
    Core
    Spell 3
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Banish to examine the top 3 cards of any location; return them in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    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:
    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.

    Armors
    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:
    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:
    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:
    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:
    Glamered Leather Armor
    Core
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Diplomacy
    Fortitude 7
    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.
    * On your Diplomacy or Stealth check, you may draw this card to add 1d4.

    Items
    Spoiler:
    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.

    Spoiler:
    Banner of the Ancient Kings
    Core
    Item 2
    Traits:
    Magic
    Object To Acquire:
    Charisma
    Diplomacy
    Fortitude
    Melee 10
    Display. While displayed:
    * On all combat checks, add 1. If any character fails a combat check, bury this item.
    * Bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.

    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:
    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:
    Circlet of Mental Acuity
    Core
    Item 2
    Traits:
    Accessory
    Magic To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.

    Allies
    Spoiler:
    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.

    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:
    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:
    Bound Homunculus
    Core
    Ally 2
    Traits:
    Construct
    Magic To Acquire:
    Intelligence
    Arcane
    Craft 8
    OR Charisma
    Diplomacy 10
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

    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.

    Blessings
    Spoiler:
    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:
    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:
    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:
    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:
    The Wind and the Waves
    Core
    Blessing 3
    Traits:
    Deity: Gozreh
    Divine
    When this is the hour: At the start of the turn, any character may recharge a card to move. To Acquire:
    Wisdom
    Divine
    Survival 8
    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, 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: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Ranzak/JohnF
    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:
    Blessings Deck Card 2 Blessings Deck Card 2 Enora/Bigguyinblack
    The Healing Light
    Core
    Blessing 3
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: Characters cannot suffer scourges. To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Korundo/Akaitora
    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:
    Blessings Deck Card 4 Blessings Deck Card 4 Radovan/AbrahamZ
    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:
    Blessings Deck Card 5 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 Blessings Deck Card 6 Enora/Bigguyinblack
    Master of Masters
    Core
    Blessing 3
    Traits:
    Deity: Irori
    Divine
    When this is the hour: On your check, you may reroll any dice showing 1. To Acquire:
    Acrobatics
    Divine
    Fortitude 8
    On any check, discard to bless.
    On your check, discard to bless twice.
    Discard to explore. This exploration, you may reroll any dice showing 1.
    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
    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:
    Blessings Deck Card 9 Blessings Deck Card 9 Ranzak/JohnF
    The Savored Sting
    Core
    Blessing 3
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: On your checks while you avenge, bless. To Acquire:
    Charisma
    Divine 8
    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 10 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 Blessings Deck Card 11 Korundo/Akaitora
    Grandmother Nightmare
    Core
    Blessing 3
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location. To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On a check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Radovan/AbrahamZ
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Ranzak/JohnF
    The Prince of Pain
    Core
    Blessing 3
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck. To Acquire:
    Constitution
    Divine
    Fortitude 8
    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Enora/Bigguyinblack
    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 Blessings Deck Card 15 Korundo/Akaitora
    Asmodeus's Tyranny
    Core
    Blessing 2
    Traits:
    Deity: Asmodeus
    Divine
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire:
    Charisma
    Diplomacy
    Divine 5+#
    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Radovan/AbrahamZ
    The Eternal Rose
    Core
    Blessing 3
    Traits:
    Deity: Shelyn
    Divine
    When this is the hour: When you encounter a monster, you may evade it. To Acquire:
    Charisma
    Divine 8
    On a Dexterity or Charisma check, freely discard to bless.
    On any check, discard to bless.
    Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Ranzak/JohnF
    Norgorber's Shadow
    Core
    Blessing 2
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire:
    Dexterity
    Divine
    Stealth 5+#
    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Enora/Bigguyinblack
    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:
    Blessings Deck Card 19 Blessings Deck Card 19 Korundo/Akaitora
    The All-seeing Eye
    Core
    Blessing 3
    Traits:
    Deity: Nethys
    Divine
    When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead. To Acquire:
    Intelligence
    Arcane
    Divine 8
    On any check, discard to bless.
    On an Intelligence or Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order, then explore.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 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 21 Blessings Deck Card 21 Ranzak/JohnF
    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 22 Blessings Deck Card 22 Enora/Bigguyinblack
    Rovagug's Destruction
    Core
    Blessing 2
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire:
    Banish
    A
    Boon 5+#
    OR Bury A Boon Whose Level Is Equal To # 0
    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 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 24 Blessings Deck Card 24 Radovan/AbrahamZ
    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 Blessings Deck Card 25 Ranzak/JohnF
    Lady of Valor
    Core
    Blessing 3
    Traits:
    Deity: Iomedae
    Divine
    When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6. To Acquire:
    Charisma
    Diplomacy
    Divine 8
    On another character's check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
    Spoiler:
    Blessings Deck Card 26 Blessings Deck Card 26 Enora/Bigguyinblack
    Lamashtu's Madness
    Core
    Blessing 2
    Traits:
    Deity: Lamashtu
    Divine
    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1. To Acquire:
    Intelligence
    Arcane
    Divine 5+#
    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.
    Spoiler:
    Blessings Deck Card 27 Blessings Deck Card 27 Korundo/Akaitora
    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 28 Blessings Deck Card 28 Radovan/AbrahamZ
    Zon-kuthon's Pain
    Core
    Blessing 2
    Traits:
    Deity: Zon-kuthon
    Divine
    When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 29 Blessings Deck Card 29 Ranzak/JohnF
    The Lady of Mysteries
    Core
    Blessing 3
    Traits:
    Deity: Pharasma
    Divine
    When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead. To Acquire:
    Wisdom
    Divine 8
    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.

    Location #1: Library
    Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M: 1 Ba: 2 W: 0 Sp: 3 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Enora/Bigguyinblack, Korundo/Akaitora, None

    Library Card 1:
    Ring of Protection
    Core
    Item 2
    Traits:
    Accessory
    Magic To Acquire:
    Constitution
    Fortitude 9
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.
    Library 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.
    Library Card 3:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Library Card 4:
    Exploding Runes
    Core
    Barrier 2
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 6+#
    OR Disable 8+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
    Library Card 5:
    Green Faith Druid
    Core
    Story Bane 1
    Traits:
    Druid
    Human
    To Defeat:
    Combat 11+##
    OR Diplomacy
    Survival 6+#
    Immune to Animal and Plant.
    Before acting, a random local character summons and encounters a monster.
    Library Card 6:
    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.
    Library Card 7:
    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.
    Library Card 8:
    Secret Stockpile
    Core
    Barrier 2
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 9
    OR Wisdom
    Perception 11
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.
    Library Card 9:
    Wand of Enervation
    Core
    Item 3
    Traits:
    Magic
    Wand To Acquire:
    Intelligence
    Arcane 10
    On any combat check, bury or banish to decrease the difficulty by 2d4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
    Library Card 10:
    Magic Eye
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 7
    Banish to examine the top 3 cards of your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.

    Location #2: 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
    Ruin Card 1:
    Deadfall Scorpion
    Core
    Monster 2
    Traits:
    Poison
    Vermin
    To Defeat:
    Combat 13
    Immune to Mental. All damage is Poison damage.
    After acting, suffer 1 Poison damage.
    If undefeated, suffer the scourge Poisoned.
    Ruin Card 2:
    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.
    Ruin Card 3:
    Pixie Gang
    Core
    Monster 2
    Traits:
    Fey
    Swarm
    To Defeat:
    Combat 13
    OR Dexterity
    Acrobatics 10
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
    Ruin Card 4:
    Cryptic Message
    Core
    Barrier 2
    Traits:
    Cache
    To Defeat:
    Intelligence
    Knowledge 10
    If undefeated, you may banish this barrier.
    If defeated, you may examine the top 2 cards of your location and return them in any order.
    Ruin Card 5:
    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.
    Ruin Card 6:
    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.
    Ruin Card 7:
    Lunar Naga
    Core
    Story Bane 3
    Traits:
    Aberration
    Naga
    To Defeat:
    Combat 19
    OR Diplomacy 10
    Before acting, each local character must succeed at a Wisdom or Charisma 6 check or they may play only 1 card on the check to defeat.
    If undefeated, suffer 1d4 Poison damage and the scourges Dazed and Poisoned.
    Ruin Card 8:
    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.
    Ruin Card 9:
    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.
    Ruin Card 10:
    Flaming Mace
    Core
    Weapon 2
    Traits:
    Bludgeoning
    Fire
    Mace
    Magic
    Melee To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

    Location #3: Shrine
    Sacred
    Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: None
    Shrine Card 1:
    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.
    Shrine 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.
    Shrine Card 3:
    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.
    Shrine Card 4:
    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.
    Shrine Card 5:
    Minotaur
    Core
    Monster 2
    Traits:
    Minotaur
    To Defeat:
    Combat 15
    OR Fortitude 8
    If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
    Shrine Card 6:
    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.
    Shrine Card 7:
    Chemist
    Core
    Story Bane 0
    Traits:
    Alchemist
    Human
    To Defeat:
    Combat 11+##
    OR Craft
    Diplomacy 6+#
    Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly.
    If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned.
    Shrine Card 8:
    Symbol of Insanity
    Core
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 12
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
    Shrine Card 9:
    Fly
    Core
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
    Shrine Card 10:
    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 #4: 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: Radovan/AbrahamZ, Ranzak/JohnF, None
    Tower Card 1:
    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.
    Tower Card 2:
    Venomous Dagger
    Core
    Weapon 3
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
    Tower Card 3:
    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.
    Tower Card 4:
    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.
    Tower 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.
    Tower Card 6:
    Haunt
    Core
    Barrier 2
    Traits:
    Task
    Trigger
    Undead
    Veteran
    To Defeat:
    Charisma
    Diplomacy 8+#
    OR Divine 6+#
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.
    Tower Card 7:
    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.
    Tower Card 8:
    Urgathoa's Gluttony
    Core
    Blessing 2
    Traits:
    Deity: Urgathoa
    Divine
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire:
    Constitution
    Divine
    Fortitude 5+#
    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.
    Tower Card 9:
    Blackfingers
    Core
    Blessing 3
    Traits:
    Deity: Norgorber
    Divine
    When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4. To Acquire:
    Craft
    Divine
    Stealth 8
    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
    Tower Card 10:
    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.

    Location #5: 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
    Oubliette Card 1:
    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.
    Oubliette Card 2:
    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.
    Oubliette Card 3:
    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.
    Oubliette Card 4:
    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.
    Oubliette Card 5:
    Guardian Door
    Core
    Barrier 2
    Traits:
    Obstacle
    Task
    To Defeat:
    Intelligence
    Diplomacy
    Disable
    Stealth 8
    If undefeated, reload this barrier into its location, then summon and encounter a monster.
    Oubliette Card 6:
    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.
    Oubliette Card 7:
    Termite Swarm
    Core
    Monster 1
    Traits:
    Swarm
    Vermin
    Trigger
    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.
    Oubliette Card 8:
    The Worldbreaker
    Core
    Blessing 3
    Traits:
    Deity: Rovagug
    Divine
    When this is the hour: You may banish a random blessing from your discards to explore. To Acquire:
    Banish A Boon 0
    On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.
    Oubliette Card 9:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.
    Oubliette Card 10:
    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.

    Location #6: Castle
    Urban
    At This Location: You may avenge by recharging a card.
    When Closing: Bury a weapon or the top card of your deck.
    When Permanently Closed: You may heal a weapon or an armor.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Castle Card 1:
    Manticore
    Core
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 15
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.
    Castle Card 2:
    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.
    Castle Card 3:
    Ghast
    Core
    Monster 3
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 13+##
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
    If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
    Castle Card 4:
    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.
    Castle 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.
    Castle Card 6:
    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.
    Castle Card 7:
    Voidglass Armor
    Core
    Armor 3
    Traits:
    Heavy Armor
    Magic To Acquire:
    Constitution
    Fortitude 9
    Display. While displayed:
    * When you suffer any damage, you may recharge to reduce it by 1.
    * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
    * 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.
    Castle Card 8:
    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.
    Castle Card 9:
    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.
    Castle Card 10:
    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.

  • Grand Lodge

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

    Korundo continues to use Riding Allosaurus and Wyrmsmite from our loot.

    Korundo's cohort will be Giant Chameleon for this mission, and it will be displayed right after the first turn's start of turn.

    He will be starting at the Oubliette.

    Korundo wrote:

    Hand: Riding Allosaurus, Animal Call, Charm Animal, Wolfhide Armor, Bloodscent,

    Displayed: Giant Chameleon,
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Tower
    Hero Points: 1
    NOTES:
    Available Support: Recharge Riding Allosaurus to add 1d6 to a local Combat check
    Movement: Move to the Shrine if my location closes
    Other: Korundo's currently selected feat: Handsize 6. Leryn is giving Korundo Perception: Wisdom +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

    It is the hour of Orison. No effect

    Radovan starts this latest mission by doing some reconnaissance from the top of the tower.

    Location Power: Examine Castle 1: Manticore (monster 3)

    Manticore :

    Core
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 15
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.

    He spies a fearsome monster and warns his comrades. "Best to stay away from the castle, at least until we are prepared." That's a nasty BA - I suggest we wait until we have a way of mitigating it.

    Radovan heads to the Oubliette to look around.

    Free explore: Oubliette 1
    Unfortunately, he is immediately beset by a mob of horrible dead things!

    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.

    random undead: 1d6 ⇒ 1
    These ancient skeletons are not only after Radovan, but also after his comrades!

    Ancient Skeleton:
    Ancient Skeleton
    Story Bane Monster 1

    Traits
    Skeleton
    Undead

    Check
    Combat
    11+##

    Powers
    Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
    Before acting, either recharge a Divine card or suffer 1 Combat damage.

    BA: suffer 1 Combat dmg. Location power increases this to 2 Combat dmg. Reveal Burglar's Buckler to reduce Combat dmg by 2 to 0. Radovan power: draw random monster: Cave Bear (1) and display on Quang.

    Radovan adds 1d4
    Recharge Stormrune Knife, revealing Dagger Pistol and Burglar's Buckler
    Combat 11+6=17: 1d4 + 1d8 + 2 + 1d4 + 2 + 3d4 ⇒ (2) + (4) + 2 + (2) + 2 + (2, 2, 4) = 20 Ancient Skeleton is defeated
    Fortunately, Radovan is able to smash the creature facing him. But what about his comrades?

    Both Enora and Ranzak must summon and encounter an Ancient Skeleton (sorry guys!). The Mob of Undead is only defeated if they both defeat their skeletons.

    Radovan turn to resume after those encounters.

    Dark Archive

    deck handler

    Enora is accosted by a random old skelly in the Library.

    Recharge Blessing of Milani to prevent BYA combat dmg.

    A bit of Holy Light should lay it to rest.

    combat 11 +3 +3 casting Wall of Light and recharging Blessing of the Spellbound 2 to bless: 2d12 + 2d8 + 3 ⇒ (5, 4) + (7, 5) + 3 = 24

    Enora attempts to recover all cards in her Recovery pile.
    Wall of Light (Loot): Enora 10: 1d12 + 3 ⇒ (1) + 3 = 4 -> Wall of Light (Loot) discarded.

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