[PACG] The Dragon's Demand by SirRogue (Inactive)

Game Master SirRogue

Turn Order:

1 - Cogsnap/MorkXII
2 - Reiko/Cthonicthul
3 - Kess/wkover
4 - Lini/eddiephlash

Random Story Banes:

Story bane level is in parentheses. Roll 2d6 to determine heading, then monster. If you roll a monster whose level is higher than #, roll again.

1. Artifice
1. Bandit (0)

Spoiler:

Core Story Bane 0
Type: Monster
Traits: Bandit Human
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.

2. Chemist (0)
Spoiler:

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.

3. Clockwork Guardian (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 13+## OR Arcane Knowledge 7+#
Immune to Mental and Poison. Vulnerable to Electricity. If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead. If defeated, draw a new weapon.

4. Cultist (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Cultist Human
To Defeat: Combat 10+## OR Diplomacy 8+#
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

5. Inferno Trap (1)
Spoiler:

Story Bane
Type: Barrier
Traits: Fire Obstacle
To Defeat: Dexterity Constitution Acrobatics Fortitude 5+#
Before acting, each local character suffers 1 Fire damage. If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.

6. Poison Dart Trap (1)
Spoiler:

Core Story Bane 1
Type: Barrier
Traits: Poison Trap
To Defeat: Dexterity Acrobatics 9 OR Disable 7
If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

2. Beyond
1. Accuser Devil (1)

Spoiler:

Core Story Bane 1
Type: Monster
Traits: Devil Outsider
To Defeat: Combat 14
Immune to Fire and Poison. Resistant to Acid. Before acting, suffer 1 Acid damage. If undefeated, suffer the scourge Wounded.

2. Diabolical Imp (1)
Spoiler:

Core Story Bane 1
Traits: Devil Outsider
To Defeat: Combat 10 OR Arcane Divine 7
Immune to Fire and Poison. Before acting, succeed at a Wisdom or Perception 4 check or this monster is undefeated. If undefeated, suffer the scourge Poisoned.

3. Grioth (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Aberration Grioth
To Defeat: Combat 10+##
Immune to Cold. If undefeated, discard the top card of your deck and suffer the scourge Dazed.

4. Planar Rift (1)
Spoiler:

Core Story Bane 1
Type: Barrier
Traits: Magic Obstacle
To Defeat: Combat 11+## OR Arcane Divine 6+#
Cannot be evaded. Before acting, a local character summons and encounters the danger. The difficulty to defeat is increased by the number of locations.

5. Shae (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Outsider Shadow
To Defeat: Combat 11+## OR Diplomacy Arcane 8+#
Immune to Cold. Before acting, 2 random local characters suffer 1 Force damage. While acting, damage suffered from this monster is Cold damage.

6. Lich (3)
Spoiler:

Story Bane
Type: Monster
Traits: Lich Undead
To Defeat: Combat 12+## THEN Combat 11+##
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck. If undefeated, suffer the scourges Exhausted and Frightened.

3. Eldritch
1. Animated Object (1)

Spoiler:

Core Story Bane 1
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 12+## OR Arcane 7+#
A random local character encounters this monster instead. If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 3. Armor 2. Spell 4. Item

2. Elemental (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Elemental Veteran
To Defeat: Combat 11+##
Roll 1d4. This monster gains the trait, is immune to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire After acting, suffer # damage.

3. Homunculus (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Construct
To Defeat: Combat 10 OR Intelligence Craft 7
Immune to Mental and Poison. Before acting, choose a card type and examine the top card of your location. If no examined card is of that type, the difficulty to defeat is increased by 4. If undefeated, suffer the scourge Exhausted.

4. Mysterious Relic (1)
Spoiler:

Core Story Bane 1
Type: Barrier
Traits: Task Veteran
To Defeat: Intelligence Knowledge 4+# OR Perception 6+#
If undefeated, each local character moves to a random location and suffers the scourge Dazed.

5. Screaming Rock (1)
Spoiler:

Core Story Bane 1
Type: Barrier
Traits: Lock Magic
To Defeat: Dexterity Arcane Disable 8
Before acting, each local character suffers 1 Mental damage that cannot be reduced. If undefeated, suffer the scourge Dazed.

6. Trapped Furniture (1)
Spoiler:

Core Story Bane 1
Type: Barrier
Traits: Trap Trigger
To Defeat: Wisdom Perception 8 OR Craft Disable 6
When examined, encounter this barrier. If undefeated, summon and encounter a barrier.

4. Natural
1. Collapse (0)

Spoiler:

Core Story Bane 0
Type: Barrier
Traits: Obstacle Veteran
To Defeat: Dexterity Wisdom 8+# OR Acrobatics Perception 6+#
If undefeated, suffer 1d4 Combat damage, then succeed at a Strength 5+# check or suffer the scourge Entangled.

2. Dire Wolf (0)
Spoiler:

Core Story Bane 0
Type: Monster
Traits: Animal
To Defeat: Combat 12 OR Survival 6
Cannot be evaded. Damage is increased by 1d4.

3. Rescue (0)
Spoiler:

Core Story Bane 0
Type: Barrier
Traits: Task Veteran
To Defeat: Strength Melee 6+# OR Charisma Diplomacy 8+#
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.

4. Goblin Marauder (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Check To Defeat Type Monster Combat Goblin Veteran
To Defeat: Combat 9+##
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you fail, roll 1d4: 1. Suffer 1d4 Ranged Combat damage. 2. Suffer 2 Fire damage. 3. Suffer the scourge Poisoned. 4. Bury a card.

5. Green Faith Druid (1)
Spoiler:

Core Story Bane 1
Type: Monster
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.

6. Witness (1)
Spoiler:

Core Story Bane 1
Traits: Task Veteran
To Defeat: Charisma Diplomacy Knowledge 7+#
If undefeated, discard a card from the hourglass. If defeated, examine the top card of any location; you may ignore effects that happen when examined.

5. Reptilian
1. Drake (1)

Spoiler:

Core Story Bane 1
Type: Monster
Traits: Dragon Veteran
To Defeat: Combat 10+## THEN Combat 11+#
Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

2. Kobold Champion (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Kobold Veteran
To Defeat: Combat 10+##
Before acting, succeed at an Intelligence, Craft, Disable, or Perception 4+# check or suffer 1d4 Poison damage.

3. Kobold Horde (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Kobold Swarm
To Defeat: Combat 11 OR Diplomacy 8
If not defeated by at least 4, suffer 1 Ranged Combat damage, then shuffle this monster into its location.

4. Kobold Sorcerer (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Kobold Sorcerer
To Defeat: Combat 10+##
Before acting, suffer 1 Acid damage. If the check to defeat does not have the Attack trait, and you succeed, reroll. After acting, suffer 1 Acid damage.

5. Dragon (3)
Spoiler:

Story Bane
Type: Monster
Traits: Dragon Veteran
To Defeat: Combat 16+## OR Diplomacy 12+#
Roll 1d4. This monster gains the trait, is immune to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage and the scourge Wounded.

6. Lunar Naga (3)
Spoiler:

Story Bane
Type: Monster
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.

6. Undead
1. Ancient Skeleton (1)

Spoiler:

Core Story Bane 1
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 11+##
Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage.

2. Wight (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Undead Wight
To Defeat: Knowledge 6+# OR Combat 10+##
Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained.

3. Zombie Minions (1)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Undead Zombie
To Defeat: Combat 9 THEN Combat 11+#
Immune to Mental and Poison. If undefeated, each local character suffers 1d4 Poison damage.

4. Mummy (2)
Spoiler:

Core Story Bane 1
Type: Monster
Traits: Undead Mummy
To Defeat: Combat 21
The Mummy is immune to the Cold, Mental, and Poison traits. If your check to defeat the Mummy has the Fire trait, add 1d8. If undefeated, after you act, bury your discard pile.

5. Vampire (2)
Spoiler:

Story Bane
Type: Monster
Traits: Undead Vampire
To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+#
Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

6. Wraith (2)
Spoiler:

Story Bane
Type: Monster
Traits: Incorporeal Undead Veteran Wraith
To Defeat: Combat 13+## OR Divine 8+#
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 Drained.

Scourges:

Dazed
Spoiler:

Core Scourge 0
Traits:
WHILE MARKED You may not examine locations. If you explored this turn, you may not explore again. If you didn't suffer this scourge on this turn, at the end of your turn, shuffle your hand into your deck and remove this scourge.

Drained

Spoiler:

Core Scourge 0
Traits:
WHILE MARKED On your checks, subtract 1 for each die rolled. At the end of your turn, you may bury a Divine boon to remove this scourge.

Entangled

Spoiler:

Core Scourge 0
Traits:
WHILE MARKED You cannot evade or move. When your location is closed, remove this scourge.

Exhausted

Spoiler:

Core Scourge 0
Traits:
WHILE MARKED On each check or step, you may play no more than 1 boon. At the start of your move step, you may end your turn to remove this scourge.

Frightened

Spoiler:

Core Scourge 0
Traits:
WHILE MARKED When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced. When your location is closed, you may remove this scourge.

Poisoned

Spoiler:

Core Scourge 0
Traits:
WHILE MARKED After you reset, recharge a random card. When you would heal any number of cards, you may remove this scourge instead.

Wounded

Spoiler:

Core Scourge 0
Traits:
WHILE MARKED At the start of your turn, discard the top card of your deck. When you would heal any number of cards, you may remove this scourge instead.


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Gnome Tier 4 Wilderness Druid Deck Handler

Will swap Crow out for Riding Allosaurus.
Starting hand:

Lini wrote:

Hand: CHARM ANIMAL, Riding Allosaurus, BESTIAL RAGS, ASPECT OF THE FROG, FROG (CORE),

Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Plaza
Hero Points: 1
NOTES:
Movement: Current: Plaza
Other: Shirt reroll available, Static d4 on local animal checks

Skills and Powers:
SKILLS

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

Favored Card: Animal Ally
Hand Size: 5 ☐ 6
Proficiencies:
Divine
POWERS:
For your combat check, you may bury a card or recharge an Animal ally to use Survival + 1d4 plus the card's level and add the Animal and Melee traits.
When you would recharge an Animal ally for its power, you may shuffle it into your deck instead.
On a local check that invokes the Animal trait, add 1d4


Gnome Tier 4 Wilderness Druid Deck Handler

Start turn. Hour is Orison.
First display Aspect of the Frog. Then Cast Charm Animal to draw rando animal ally: Crow.

Lini heads out to the plaza to see how she can help pick up some of the Wizard's belongings.


Explore top card: Divine Insight. Summon other spell: Holy Light. Choose Holy Light.

Percep 6: 1d10 + 3 ⇒ (10) + 3 = 13 Success.
Recharge shuffle in Crow to add d6.
Divine 8: 1d10 + 2 + 1d6 ⇒ (10) + 2 + (2) = 14 Acquired! Add to winnings pile

Discard Frog to explore next card: Wounded Wanderer.
Survival 8: 1d10 + 4 ⇒ (3) + 4 = 7 Failed!
Barrier is shuffled back into location

Lini, distracted by the beating wings on the horizon, fails to notice a soldier who needed her help.

End turn. Recovery.
Bury Charm Animal.
Divine 8: 1d10 + 2 + 1d4 ⇒ (9) + 2 + (1) = 12 Recharged.
Reset hand, drawing 3

Lini wrote:

Hand: CURE, BESTIAL RAGS, Riding Allosaurus, WOLVERINE, GREEN FAITH,

Displayed:
Deck: 10 Discard: 1 Buried: 1
Current Location: Plaza
Hero Points: 1
NOTES:
Available Support: Cure available. Dino can add d6 for local combat,
Movement: Current: Plaza
Other: Shirt reroll available, Static d4 on local animal checks

Skills and Powers:
SKILLS

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

Favored Card: Animal Ally
Hand Size: 5 ☐ 6
Proficiencies:
Divine
POWERS:
For your combat check, you may bury a card or recharge an Animal ally to use Survival + 1d4 plus the card's level and add the Animal and Melee traits.
When you would recharge an Animal ally for its power, you may shuffle it into your deck instead.
On a local check that invokes the Animal trait, add 1d4


During This Adventure:

During This Scenario: TDD-2B A Piece of the Auction

  • Drake always rolls Fire.

  • When you encounter a boon from the location, before acting, succeed at a Charisma, Diplomacy, or Perception 6 check or the difficulty to acquire is increased by 1d8. If you acquire the boon, put it into a winnings pile instead of your hand. If you fail to acquire the boon, put it into the a hoard pile instead of banishing it.

  • When you flip over a monster from the hourglass, encounter it. If you do not defeat it, shuffle it into the hourglass and put a random boon from the winnings pile into the hoard pile.

  • When the Plaza is closed, if there are more cards in the winnings pile than the hoard pile, you win; otherwise, you lose.

    Additional Rules: LOCATIONS:
    1-Plaza

    THREAT LIST:

  • Dangers: Each time you encounter the danger, randomly choose a new Artifice story bane.
  • Villain: None
  • Closing Henchmen: None

    SETUP:

  • After building the location, add into it a number of new barriers, weapons, spells, armors, and items each equal to the number of the characters.
  • When preparing the story banes, set aside the story banes Drake and Grioth, along with 4 Proxy A's for the Grioth.
  • After creating the hourglass, shuffle the Drake and the 4 Proxy A's into it.
  • Academy location is proxy for Winnings pile.
  • Woundwyrm's Lair is proxy for Hoard pile.

    Drake:

    Core Story Bane 1
    Traits: Dragon Veteran
    To Defeat: Combat 10+## THEN Combat 11+#
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

    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.

    Scenario Level (#): 1

    Turn: 2, Cogsnap/MorkXII

    Random Cards:

    Monsters
    Spoiler:
    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.

    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:
    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.

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

    Spoiler:
    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.

    Barriers
    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:
    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:
    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:
    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.

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

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

    Spoiler:
    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.

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

    Spoiler:
    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:
    Aid
    Core
    Spell 0
    Traits:
    Divine
    Magic To Acquire:
    Wisdom
    Divine 6
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a 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.

    Armors
    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.

    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.

    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:
    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:
    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.

    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:
    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:
    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.

    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.

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

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

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

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

    Spoiler:
    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:
    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.

    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: 33

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Reiko/Cthonicthul
    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 2 Blessings Deck Card 2 Kess/wkover
    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 3 Blessings Deck Card 3 Lini/eddiephlash
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Cogsnap/MorkXII
    Orison
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 2
    On a local check, discard to bless.
    If the hour's level is 0, you may recharge instead.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Reiko/Cthonicthul
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Kess/wkover
    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 Lini/eddiephlash
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Cogsnap/MorkXII
    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 9 Blessings Deck Card 9 Reiko/Cthonicthul
    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 Kess/wkover
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Lini/eddiephlash
    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 Cogsnap/MorkXII
    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 Reiko/Cthonicthul
    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 14 Blessings Deck Card 14 Kess/wkover
    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 Lini/eddiephlash
    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 Cogsnap/MorkXII
    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 17 Blessings Deck Card 17 Reiko/Cthonicthul
    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 Kess/wkover
    Drake
    Core
    Story Bane 1
    Traits:
    Dragon
    Veteran
    To Defeat:
    Combat 10+##
    THEN Combat 11+#
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
    1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Lini/eddiephlash
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Cogsnap/MorkXII
    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 21 Blessings Deck Card 21 Reiko/Cthonicthul
    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 22 Blessings Deck Card 22 Kess/wkover
    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.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Lini/eddiephlash
    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 24 Blessings Deck Card 24 Cogsnap/MorkXII
    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.
    Spoiler:
    Blessings Deck Card 25 Blessings Deck Card 25 Reiko/Cthonicthul
    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 26 Blessings Deck Card 26 Kess/wkover
    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 27 Blessings Deck Card 27 Lini/eddiephlash
    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 28 Blessings Deck Card 28 Cogsnap/MorkXII
    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 29 Blessings Deck Card 29 Reiko/Cthonicthul
    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.
    Spoiler:
    Blessings Deck Card 30 Blessings Deck Card 30 Kess/wkover
    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 31 Blessings Deck Card 31 Lini/eddiephlash
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Spoiler:
    Blessings Deck Card 32 Blessings Deck Card 32 Cogsnap/MorkXII
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 33 Blessings Deck Card 33 Reiko/Cthonicthul
    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.

    Location #1: Plaza
    Urban
    At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 1 Ba: 6 W: 5 Sp: 4 Ar: 5 I: 6 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Cogsnap/MorkXII, Reiko/Cthonicthul, Kess/wkover, Lini/eddiephlash, None

    Plaza Card 1:
    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.
    Plaza Card 2:
    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.
    Plaza Card 3:
    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.
    Plaza Card 4:
    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.
    Plaza Card 5:
    Helm
    Core
    Armor 0
    Traits:
    Heavy Armor
    Helm To Acquire:
    Constitution
    Fortitude 4
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.
    Plaza Card 6:
    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.
    Plaza Card 7:
    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.
    Plaza Card 8:
    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.
    Plaza Card 9:
    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.
    Plaza Card 10:
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
    Plaza Card 11:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
    Plaza Card 12:
    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.
    Plaza Card 13:
    Throwing Axe
    Core
    Weapon 0
    Traits:
    Axe
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 6
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
    If proficient, on a local combat check, freely discard to add 1d6.
    You may use this power even if you have previously revealed this card on this check.
    Plaza Card 14:
    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.
    Plaza Card 15:
    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.
    Plaza Card 16:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.
    Plaza Card 17:
    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.
    Plaza Card 18:
    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.
    Plaza Card 19:
    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.
    Plaza Card 20:
    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.
    Plaza Card 21:
    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.
    Plaza Card 22:
    Frost Longbow
    Core
    Weapon 2
    Traits:
    2-Handed
    Bow
    Cold
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
    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.
    Plaza Card 23:
    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.
    Plaza Card 24:
    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.
    Plaza Card 25:
    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.
    Plaza Card 26:
    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.
    Plaza Card 27:
    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.
    Plaza Card 28:
    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.

    Location #2: Academy
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Academy Card 1 (Holy Light):
    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.

    Location #3: Woundwyrm's Lair
    Closed
    At This Location: Before you rest your hand, summon and encounter a random item from the box, then summon and encounter the henchman Scorizscar.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


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

    Cogsnap was looking forward to a calm afternoon of perusing the auction items, possibly finding some interesting artifacts that he might be able to study in his free time. Instead, a dragon and some giant bat-like creatures are attacking! Cogsnap must try to protect some of the goods before they are all stolen, but how to avoid the attention of the flying creatures?

    Explore Plaza 1: Elixir of Healing OR Bracers of Protection: Elixir of Healing
    Charisma 6: 1d6 ⇒ 2
    Difficulty increased by 1d8 ⇒ 2
    Craft 4+2=6: 1d10 + 4 ⇒ (2) + 4 = 6 Acquired, to the winnings pile.

    "Ooh, that is nice. We will take that, thank you very much."

    Banish Anesthetizing Slime to explore Plaza 2: Cave Bear
    Auto-fail the BA check.
    Combat damage: 1d4 ⇒ 1 Reveal Lab Coat to reduce by 1.
    Toss an Acid Flask, asking Lini for Riding Allosaurus. +d4 from the Hour.
    Combat 11+##=15: 1d10 + 4 + 2d6 + 1d6 + 1d4 ⇒ (9) + 4 + (2, 6) + (4) + (3) = 28 Defeated.
    Recharge Embalming Fluid to draw Elixir of Energy Resistance from the vault.

    "They have a Cave Bear?!", Cogsnap shouts to no one in particular. "How is that even possible? Where did it come from??". Cogsnap closes his eyes and covers his face with one arm, and throws an acid flask with his other hand. The gods are with him, as well as Lini's pet allosaurus, who attacks the bear while Cogsnap has his eyes closed. When he finally peeks, the bear is defeated. Cogsnap exhales deeply in relief.

    Display Elixir of Energy Resistance.

    Recovery:
    Anesthetizing Slime: Banish.
    Acid Flask: Craft 6: 1d10 + 4 ⇒ (3) + 4 = 7 Recharged.

    Draw up to 6.

    Cogsnap wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d8
    Disable +3
    Ranged +1
    CONSTITUTION d6
    INTELLIGENCE d10 +2
    Arcane +1
    Craft +2
    WISDOM d6
    CHARISMA d6

    Powers
    Hand Size 6 ☐7 ☐8
    Proficient with Light Armors Weapons Alchemical
    When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
    [X2] During recovery, you may discard Alchemical boons instead of banishing them.
    Add 1d6 to you Ranged Combat check that has the Alchemical trait.
    After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

    Favored Card Type: Item
    Weapon 2 ☐ 3
    Spell 1 [X1] 2
    Armor 1 ☐ 2 ☐ 3
    Item 5 ☐ 6 ☐ 7 ☐ 8
    Ally 3 ☐ 4
    Blessing 3 [X2] 4 ☐ 5

    Hand: Galvanic Chakram +1, Laboratory Coat, Noxious Bomb, Staff of Minor Healing, Blessing of Nethys, Blessing of the Elements
    Displayed: Elixir Of Energy Resistance
    Deck: 10 Discard: 0 Buried: 1
    Hero Points: 2 Shirt Reroll Available (2B): No
    Notes: Uses blessings as needed.
    Core substitutions: Acid Flask, Noxious Bomb, Staff of Minor Healing, Clockwork Servant

    Staff of Minor Healing:
    Staff of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Powers
    Recharge to heal a local character a card.

    Blessing of Nethys:
    Blessing of Nethys
    Blessing 1

    Traits
    Divine
    Nethys

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing of the Elements:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Elixir Of Energy Resistance:
    Elixir Of Energy Resistance
    Item 0

    Traits
    Liquid
    Alchemical

    Powers
    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.


    Deck Handler

    Turn 3: Reiko/Zon-kuthon's Pain (After discarding any number of cards as damage, draw a card.)

    An auction is not exactly Reiko's metiér, but she wanders the aisles marveling at the ridiculous nature of some of the wizard's belongings.

    Explore Plaza Card #1: Lucky Starknife OR Gem of Mental Acuity; choosing the Starknife

    A starknife, however, is another matter. The ninja runs an appraising finger over the blade to test its sharpness.

    Charisma 6 to keep the DC down: 1d8 ⇒ 4 Nope
    DC increased by: 1d8 ⇒ 1
    Acrobatics 12 to acquire Lucky Starknife, discarding Blessing of the Quartermaster because she has a shot at this: 1d10 + 4 + 1d10 ⇒ (2) + 4 + (2) = 8 SERIOUSLY? Fine, I didn't want that stupid knife anyway.

    Remembering herself, she looks about carefully. Mustn't forget herself. Reluctantly, she leaves the blade behind.

    Discard Compass to explore Plaza Card #2: Half-plate OR Tower Shield. Go with the shield, which is easier for her.

    Strolling along, she passes some armor best suited for one of those tin can bruiser types. The shield associated with it is quite lovely, actually.

    Charisma 6 to keep the DC down: 1d8 ⇒ 8 Whaddaya know.
    Constitution 6 to acquire Tower Shield, recharging Quartermaster: 1d6 + 1d8 ⇒ (4) + (6) = 10 Acquired and added to the winnings pile.

    Seeing the dragon approaching in the distance, she picks up the shield. Best not to die of fire, if she can help it.

    Reset hand and end turn.

    Reiko wrote:

    Hand: Daggermark Poisoner, Staff of Minor Healing, Burglar's Buckler, Double Chicken Saber +1, Materialize,

    Displayed:
    Deck: 9 Discard: 2 Buried: 0
    Notes: Reiko has Materialize in hand, which lets her take someone else's combat. Use if you need her to do so. Shirt re-roll is available.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Acrobatics: Dexterity +3
    Ranged: Dexterity+2
    Stealth: Dexterity +3
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d6 [ ] +1 [ ] +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d8 [ ] +1 [ ] +2 [ ] +3

    Favored Card Type: Card that has the poison trait or weapon
    Hand Size: 5
    Proficient with: Light Armors, Weapons
    Powers:
    If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
    You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
    Card Feat: Spell

    Deck Handler: https://docs.google.com/spreadsheets/d/19c2g1hTg86_lLxzbBsr3eOQsbLCZUoLdax8 YrxTzkCw/edit#gid=1691583861

    Recharge Staff of Minor Healing to recharge random card from discard.
    Random card from discard: 1d2 ⇒ 1 Blessing of the Quartermaster

    Reiko wrote:

    Hand: Daggermark Poisoner, Burglar's Buckler, Double Chicken Saber +1, Materialize,

    Displayed:
    Deck: 11 Discard: 1 Buried: 0
    Notes: Reiko has Materialize in hand, which lets her take someone else's combat. Use if you need her to do so. Shirt re-roll is available.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Acrobatics: Dexterity +3
    Ranged: Dexterity+2
    Stealth: Dexterity +3
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d6 [ ] +1 [ ] +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d8 [ ] +1 [ ] +2 [ ] +3

    Favored Card Type: Card that has the poison trait or weapon
    Hand Size: 5
    Proficient with: Light Armors, Weapons
    Powers:
    If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
    You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
    Card Feat: Spell

    Deck Handler: https://docs.google.com/spreadsheets/d/19c2g1hTg86_lLxzbBsr3eOQsbLCZUoLdax8 YrxTzkCw/edit#gid=1691583861


    Gnome Tier 4 Wilderness Druid Deck Handler

    Recharge Shuffle in Allosaurus

    Lini wrote:

    Hand: CURE, BESTIAL RAGS, WOLVERINE, GREEN FAITH,

    Displayed:
    Deck: 11 Discard: 1 Buried: 1
    Current Location: Plaza
    Hero Points: 1
    NOTES:
    Available Support: Cure available.
    Movement: Current: Plaza
    Other: Shirt reroll available, Static d4 on local animal checks

    Skills and Powers:
    SKILLS

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

    Favored Card: Animal Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Divine
    POWERS:
    For your combat check, you may bury a card or recharge an Animal ally to use Survival + 1d4 plus the card's level and add the Animal and Melee traits.
    When you would recharge an Animal ally for its power, you may shuffle it into your deck instead.
    On a local check that invokes the Animal trait, add 1d4


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    Urgathoa's Gluttony
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.

    Exploring Plaza card 5. Options: Helm or Covering Heavy Shield. Going for Helm.

    Dip 6 to avoid increase: 1d8 + 1 ⇒ (1) + 1 = 2

    How much increased?: 1d8 ⇒ 7

    Using Lini's BoGF

    Fort 11 (4+7) w/ blessing, hourglass bonus: 1d8 + 1 + 1d8 + 1d6 ⇒ (5) + 1 + (1) + (3) = 10 - fail, Helm added to losing/hoard pile

    Recharging armor, drawing up.

    Kess wrote:

    Hand: Mastiff, B of Green Faith, Quartermaster, B of Green Faith 2, B of Gozreh,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Notes: All blessings available.

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 []+2 []+3 []+4
    Melee: Strength +3
    Dexterity d6 []+1 []+2 []+3
    Acrobatics: Dexterity +1
    Con d8 []+1 []+2 []+3
    Fortitude: Constitution +1
    Intelligence d6 []+1 []+2
    Wisdom d4 []+1
    Charisma d8 []+1 []+2
    Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size 5 [] 6
    Proficient with: Nothing
    Powers:
    For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
    On your check vs. monster on which you don't play weapon/spell, you may recharge an ally to add 1d4 + that card's AD#.
    When you discard or bury a card as damage, it counts as 2 ([] or 3) cards.
    When you defeat a monster, you may heal a card ([] or an ally).

    Hero Points: 1

    Coming off a 3-day binge, The Bull stumbles into a china shop and manages to disintegrate three rows of dinnerware and the shopowner's helm.

    At least a good story came of it. The town crier was able to recount an awkward incident with the merchant's wife, whom Kess mistook for an alemistress.

    NO SALE.


    During This Adventure:

    During This Scenario: TDD-2B A Piece of the Auction

  • Drake always rolls Fire.

  • When you encounter a boon from the location, before acting, succeed at a Charisma, Diplomacy, or Perception 6 check or the difficulty to acquire is increased by 1d8. If you acquire the boon, put it into a winnings pile instead of your hand. If you fail to acquire the boon, put it into the a hoard pile instead of banishing it.

  • When you flip over a monster from the hourglass, encounter it. If you do not defeat it, shuffle it into the hourglass and put a random boon from the winnings pile into the hoard pile.

  • When the Plaza is closed, if there are more cards in the winnings pile than the hoard pile, you win; otherwise, you lose.

    Additional Rules: LOCATIONS:
    1-Plaza

    THREAT LIST:

  • Dangers: Each time you encounter the danger, randomly choose a new Artifice story bane.
  • Villain: None
  • Closing Henchmen: None

    SETUP:

  • After building the location, add into it a number of new barriers, weapons, spells, armors, and items each equal to the number of the characters.
  • When preparing the story banes, set aside the story banes Drake and Grioth, along with 4 Proxy A's for the Grioth.
  • After creating the hourglass, shuffle the Drake and the 4 Proxy A's into it.
  • Academy location is proxy for Winnings pile.
  • Woundwyrm's Lair is proxy for Hoard pile.

    Drake:

    Core Story Bane 1
    Traits: Dragon Veteran
    To Defeat: Combat 10+## THEN Combat 11+#
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

    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.

    Scenario Level (#): 1

    Turn: 5, Lini/eddiephlash

    Random Cards:

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

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

    Spoiler:
    Giant Toad
    Core
    Monster 1
    Traits:
    Animal
    Poison
    To Defeat:
    Combat 10
    OR Acrobatics 7
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Spoiler:
    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.

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

    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:
    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.

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

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

    Spells
    Spoiler:
    Acid Arrow
    Core
    Spell 0
    Traits:
    Acid
    Arcane
    Attack
    Magic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, banish to use Arcane + 2d4.
    On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

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

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

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

    Spoiler:
    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.

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

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

    Items
    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:
    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.

    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:
    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.

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

    Allies
    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:
    Snake
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

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

    Blessings
    Spoiler:
    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:
    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:
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.

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

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

    Hour Power: No effect.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 30

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Cogsnap/MorkXII
    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 Reiko/Cthonicthul
    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 Kess/wkover
    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 Lini/eddiephlash
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Cogsnap/MorkXII
    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 6 Blessings Deck Card 6 Reiko/Cthonicthul
    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 7 Blessings Deck Card 7 Kess/wkover
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Lini/eddiephlash
    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 9 Blessings Deck Card 9 Cogsnap/MorkXII
    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 10 Blessings Deck Card 10 Reiko/Cthonicthul
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Kess/wkover
    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 Lini/eddiephlash
    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 13 Blessings Deck Card 13 Cogsnap/MorkXII
    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 14 Blessings Deck Card 14 Reiko/Cthonicthul
    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 15 Blessings Deck Card 15 Kess/wkover
    Drake
    Core
    Story Bane 1
    Traits:
    Dragon
    Veteran
    To Defeat:
    Combat 10+##
    THEN Combat 11+#
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
    1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Lini/eddiephlash
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Cogsnap/MorkXII
    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 Reiko/Cthonicthul
    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 19 Blessings Deck Card 19 Kess/wkover
    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.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Lini/eddiephlash
    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 Cogsnap/MorkXII
    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.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Reiko/Cthonicthul
    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 23 Blessings Deck Card 23 Kess/wkover
    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 24 Blessings Deck Card 24 Lini/eddiephlash
    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 25 Blessings Deck Card 25 Cogsnap/MorkXII
    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 Reiko/Cthonicthul
    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.
    Spoiler:
    Blessings Deck Card 27 Blessings Deck Card 27 Kess/wkover
    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 28 Blessings Deck Card 28 Lini/eddiephlash
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Spoiler:
    Blessings Deck Card 29 Blessings Deck Card 29 Cogsnap/MorkXII
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 30 Blessings Deck Card 30 Reiko/Cthonicthul
    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.

    Location #1: Plaza
    Urban
    At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 6 W: 4 Sp: 4 Ar: 3 I: 5 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Cogsnap/MorkXII, Reiko/Cthonicthul, Kess/wkover, Lini/eddiephlash, None

    Plaza Card 1:
    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.
    Plaza Card 2:
    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.
    Plaza Card 3:
    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.
    Plaza Card 4:
    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.
    Plaza Card 5:
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
    Plaza Card 6:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.
    Plaza Card 7:
    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.
    Plaza Card 8:
    Throwing Axe
    Core
    Weapon 0
    Traits:
    Axe
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 6
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
    If proficient, on a local combat check, freely discard to add 1d6.
    You may use this power even if you have previously revealed this card on this check.
    Plaza Card 9:
    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.
    Plaza 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.
    Plaza Card 11:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.
    Plaza Card 12:
    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.
    Plaza Card 13:
    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.
    Plaza Card 14:
    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.
    Plaza Card 15:
    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.
    Plaza Card 16:
    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.
    Plaza Card 17:
    Frost Longbow
    Core
    Weapon 2
    Traits:
    2-Handed
    Bow
    Cold
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
    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.
    Plaza Card 18:
    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.
    Plaza Card 19:
    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.
    Plaza Card 20:
    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.
    Plaza Card 21:
    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.
    Plaza Card 22:
    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.
    Plaza Card 23:
    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.

    Location #2: Academy
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Academy Card 1 (Elixir of Healing):
    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.
    Academy Card 2 (Half-plate):
    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.
    Academy Card 3 (Holy Light):
    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.

    Location #3: Woundwyrm's Lair
    Closed
    At This Location: Before you rest your hand, summon and encounter a random item from the box, then summon and encounter the henchman Scorizscar.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Woundwyrm's Lair Card 1 (Helm):
    Helm
    Core
    Armor 0
    Traits:
    Heavy Armor
    Helm To Acquire:
    Constitution
    Fortitude 4
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.
    Woundwyrm's Lair Card 2 (Lucky Starknife):
    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.


  • Gnome Tier 4 Wilderness Druid Deck Handler

    Recharge Green faith for our favorite Brawler.

    Start turn, hour is Benefaction. Explore siege card 1: Detect Magic. Summon random spell: Acid Arrow. Choose Detect Magic.
    Divine 3: 1d10 + 2 ⇒ (3) + 2 = 5 Acquired. Added to pile

    Discard Wolverine to explore card 2: Locked Door. Pausing to see if Reiko is interested in using Materialize for this.


    Deck Handler

    Reiko casts Materialize to encounter Locked Door in Lini's stead.
    Disable 8 to defeat Locked Door, revealing Burglar's Buckler and asking Agna to recharge a Blessing of the Green Faith: 1d4 + 4 + 1d4 ⇒ (2) + 4 + (3) = 9 Defeated.

    Reiko wrote:

    Hand: Daggermark Poisoner, Burglar's Buckler, Double Chicken Saber +1,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Notes: Shirt re-roll is available.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Acrobatics: Dexterity +3
    Ranged: Dexterity+2
    Stealth: Dexterity +3
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d6 [ ] +1 [ ] +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d8 [ ] +1 [ ] +2 [ ] +3

    Favored Card Type: Card that has the poison trait or weapon
    Hand Size: 5
    Proficient with: Light Armors, Weapons
    Powers:
    If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
    You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
    Card Feat: Spell

    Deck Handler: https://docs.google.com/spreadsheets/d/19c2g1hTg86_lLxzbBsr3eOQsbLCZUoLdax8 YrxTzkCw/edit#gid=1691583861


    Gnome Tier 4 Wilderness Druid Deck Handler

    Retconning in the when you encounter BYA check
    Percep 6: 1d10 + 3 ⇒ (7) + 3 = 10 Success


    Gnome Tier 4 Wilderness Druid Deck Handler

    End turn. Reset hand, drawing 3

    Lini wrote:

    Hand: CURE, BESTIAL RAGS, CLOUD PUFF, ASPECT OF THE FROG, Riding Allosaurus,

    Displayed:
    Deck: 8 Discard: 3 Buried: 1
    Current Location: Plaza
    Hero Points: 1
    NOTES:
    Available Support: Cure available.
    Movement: Current: Plaza
    Other: Shirt reroll available, Static d4 on local animal checks

    Display Aspect of the Frog at start of Cogsnap's turn.

    Lini wrote:

    Hand: CURE, BESTIAL RAGS, CLOUD PUFF, Riding Allosaurus,

    Displayed: ASPECT OF THE FROG,
    Deck: 8 Discard: 3 Buried: 1
    Current Location: Plaza
    Hero Points: 1
    NOTES:
    Available Support: Cure available. CP can ignore local BYA/AYA. Dino adds d6 to a local combat.
    Movement: Current: Plaza
    Other: Shirt reroll available, Static d4 on local animal checks

    Skills and Powers:
    SKILLS

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

    Favored Card: Animal Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Divine
    POWERS:
    For your combat check, you may bury a card or recharge an Animal ally to use Survival + 1d4 plus the card's level and add the Animal and Melee traits.
    When you would recharge an Animal ally for its power, you may shuffle it into your deck instead.
    On a local check that invokes the Animal trait, add 1d4


    Hour: No effect.

    Explore Plaza 3: Seeking Shortbow or Flaming Mace: Seeking Shortbow
    Asking Kess for BotQuartermaster.
    Ranged 13: 1d8 + 1 + 1d8 ⇒ (1) + 1 + (8) = 10 To the hoard pile. :/

    Discard BoNethys to examine top two cards:
    Spyglass
    Mirror Image.
    Put Mirror Image on top and explore.
    Mirror Image or Soothing Word: Mirror Image
    Discard BotElements.
    Arcane 9: 1d10 + 3 + 1d10 ⇒ (8) + 3 + (4) = 15 To the winnings pile.

    [ooc]Recharge Staff of Minor Healing to heal: Blessing of the Elements

    Draw up to 6.

    Cogsnap wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d8
    Disable +3
    Ranged +1
    CONSTITUTION d6
    INTELLIGENCE d10 +2
    Arcane +1
    Craft +2
    WISDOM d6
    CHARISMA d6

    Powers
    Hand Size 6 ☐7 ☐8
    Proficient with Light Armors Weapons Alchemical
    When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
    [X2] During recovery, you may discard Alchemical boons instead of banishing them.
    Add 1d6 to you Ranged Combat check that has the Alchemical trait.
    After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

    Favored Card Type: Item
    Weapon 2 ☐ 3
    Spell 1 [X1] 2
    Armor 1 ☐ 2 ☐ 3
    Item 5 ☐ 6 ☐ 7 ☐ 8
    Ally 3 ☐ 4
    Blessing 3 [X2] 4 ☐ 5

    Hand: Galvanic Chakram +1, Brilliance, Laboratory Coat, Embalming Fluid, Noxious Bomb, Blessing of the Elements
    Displayed: Elixir Of Energy Resistance
    Deck: 9 Discard: 1 Buried: 1
    Hero Points: 2 Shirt Reroll Available (2B): No
    Notes: Uses blessings as needed.
    Core substitutions: Acid Flask, Noxious Bomb, Staff of Minor Healing, Clockwork Servant

    Brilliance:
    Brilliance
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Powers
    Display this card next to a character's deck. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Blessing of the Elements:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Elixir Of Energy Resistance:
    Elixir Of Energy Resistance
    Item 0

    Traits
    Liquid
    Alchemical

    Powers
    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.

    Plaza 3 in the hoard pile, Plaza 5 in the winnings pile, Plaze 4 on top.


    Deck Handler

    Turn 7: Reiko/Incitation
    Explore Plaza Card #1: Plaza Card #1: Spiked Volley

    Reiko wonders how it is that spikes are shooting at her as she pirouettes to evade them.

    Acrobatics 9 to defeat Spiked Volley: 1d10 + 4 ⇒ (2) + 4 = 6 Failed, will reroll via shirt
    Shirt reroll of d10: 1d10 ⇒ 6 Makes that a success; banished.

    Discard Daggermark Poisoner to explore Plaza card #2: Haunt. No evasion! Between that and everything that is immune to poison, I don't think this game likes Reiko. Auto-fail check to defeat. Suffer the scourge Drained.

    A magical book springs open as she passes, and a tiny ghostly gnome springs out. '"I want my back pay!" it screams as it launches itself at Reiko. The gnome plunges into her head, informing her that he will be squatting until he is paid. She instantly feels drained by an unearthly migraine.

    Reset hand and end turn.

    Reiko wrote:

    Hand: Noxious Bomb, Blowgun, Burglar's Buckler, Double Chicken Saber +1, Blessing of the Quartermaster 2,

    Displayed: Drained,
    Deck: 8 Discard: 3 Buried: 0
    Notes: I think we should leave Reiko the Blessing, unless it is really important, so she can get rid of Drained next turn. Or, someone can hand her a Divine boon to bury... Shirt re-roll is no longer available.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Acrobatics: Dexterity +3
    Ranged: Dexterity+2
    Stealth: Dexterity +3
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d6 [ ] +1 [ ] +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d8 [ ] +1 [ ] +2 [ ] +3

    Favored Card Type: Card that has the poison trait or weapon
    Hand Size: 5
    Proficient with: Light Armors, Weapons
    Powers:
    If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
    You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
    Card Feat: Spell

    Deck Handler: https://docs.google.com/spreadsheets/d/19c2g1hTg86_lLxzbBsr3eOQsbLCZUoLdax8 YrxTzkCw/edit#gid=1691583861


    Deck Handler

    OK, Reiko encountered wrong card first, so will change. I think it's only fair to keep the rolls for the Barrier; failed then used up shirt reroll, so will just roll for the first card encounter. She would then discard Daggermark Poisoner to encounter the Barrier.

    1st explore: Plaza Card #1: Spyglass
    Charisma 6 to avoid raising DC: 1d8 ⇒ 5 Failure
    DC of check raised by: 1d8 ⇒ 8 OK, that makes the check to acquire out of her reach. Failure; goes to hoard pile.

    Reiko hand at reset unchanged


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    Out of turn - BoGF2 recharged for Cogsnap.

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

    Display Mastiff, draw 2 cards: Hide Armor, Dwarf Caiman. Explore (Card 7), encounter Haunt. Using Reiko's BotQ, which recharges.

    Dip 10 (8+2) vs. barrier w/ blessing: 1d8 + 1 + 1d8 ⇒ (5) + 1 + (8) = 14 - haunt defeated

    Discard Caiman to explore again, encounter throwing axe. Get to choose between Axe and Flaming Mace (weapon 2!). Choose Mace.

    Dip 6 to prevent increase: 1d8 + 1 ⇒ (6) + 1 = 7 - no increase

    Mel 10 w/ recharged Quartermaster: 1d10 + 4 + 1d8 ⇒ (1) + 4 + (8) = 13

    Mace acquired and added to Winnings pile. Display Hide Armor, discard Mastiff, then reset.

    Kess wrote:

    Hand: Amulet of Mighty Fists, B of Green Faith, White War Paint, Mattock, B of Gozreh,

    Displayed: Hide Armor,
    Deck: 9 Discard: 2 Buried: 0
    Notes: As usual, all blessings available.

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 []+2 []+3 []+4
    Melee: Strength +3
    Dexterity d6 []+1 []+2 []+3
    Acrobatics: Dexterity +1
    Con d8 []+1 []+2 []+3
    Fortitude: Constitution +1
    Intelligence d6 []+1 []+2
    Wisdom d4 []+1
    Charisma d8 []+1 []+2
    Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size 5 [] 6
    Proficient with: Nothing
    Powers:
    For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
    On your check vs. monster on which you don't play weapon/spell, you may recharge an ally to add 1d4 + that card's AD#.
    When you discard or bury a card as damage, it counts as 2 ([] or 3) cards.
    When you defeat a monster, you may heal a card ([] or an ally).

    Hero Points: 1

    Support used: Reiko's BotQ.


    Retcon missing scenario roll.
    Cha 6: 1d6 ⇒ 1
    Mirror Image DC incread: 1d8 ⇒ 7 = DC 16. That means I missed by 1. Mirror Image to the hoard pile. :(


    Gnome Tier 4 Wilderness Druid Deck Handler

    Hour is Sarenrae's Light
    If I followed everything right, top card is 7: Ingratiating Minion. Use Aspect of frogs, recharge Bestial rags to evade the barrier.

    Discard Dino to explore random card: 1d15 + 8 ⇒ (13) + 8 = 21 Light Shield (or Leather Armor). Same diff, so just choose Shield.
    BYA Percep 6: 1d10 + 3 ⇒ (5) + 3 = 8
    Aspect adds d6.
    Con 3: 1d8 + 1d6 ⇒ (7) + (5) = 12 Added to winnings

    Cast Cure, taking advantage of the hour to heal: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6 back to full!

    End turn, recovery.
    Divine 8: 1d10 + 2 ⇒ (3) + 2 = 5 Cure Discarded
    Divine 8: 1d10 + 2 + 1d4 ⇒ (4) + 2 + (4) = 10 Aspect Recharged
    Reset hand, ignoring CP and drawing 5

    Lini wrote:

    Hand: CLOUD PUFF, BAT (CORE), PORCUPINE (CORE), BURST BONDS (CORE), GREEN FAITH, FROG (CORE),

    Displayed:
    Deck: 9 Discard: 1 Buried: 1
    Current Location: Plaza
    Hero Points: 1
    NOTES:
    Available Support: CP can ignore local BYA/AYA. Use Green Faith for any check. Bat adds d4 to local ranged/survival, Porky adds d8 against a local animal, BB allows evasion or d8 of a Trap/Obstacle.
    Movement: Current: Plaza
    Other: Shirt reroll available, Static d4 on local animal checks

    Skills and Powers:
    SKILLS

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

    Favored Card: Animal Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Divine
    POWERS:
    For your combat check, you may bury a card or recharge an Animal ally to use Survival + 1d4 plus the card's level and add the Animal and Melee traits.
    When you would recharge an Animal ally for its power, you may shuffle it into your deck instead.
    On a local check that invokes the Animal trait, add 1d4

    Card 21 added to winning pool. Remaining cards 9-23 are shuffled.


    During This Adventure:

    During This Scenario: TDD-2B A Piece of the Auction

  • Drake always rolls Fire.

  • When you encounter a boon from the location, before acting, succeed at a Charisma, Diplomacy, or Perception 6 check or the difficulty to acquire is increased by 1d8. If you acquire the boon, put it into a winnings pile instead of your hand. If you fail to acquire the boon, put it into the a hoard pile instead of banishing it.

  • When you flip over a monster from the hourglass, encounter it. If you do not defeat it, shuffle it into the hourglass and put a random boon from the winnings pile into the hoard pile.

  • When the Plaza is closed, if there are more cards in the winnings pile than the hoard pile, you win; otherwise, you lose.

    Additional Rules: LOCATIONS:
    1-Plaza

    THREAT LIST:

  • Dangers: Each time you encounter the danger, randomly choose a new Artifice story bane.
  • Villain: None
  • Closing Henchmen: None

    SETUP:

  • After building the location, add into it a number of new barriers, weapons, spells, armors, and items each equal to the number of the characters.
  • When preparing the story banes, set aside the story banes Drake and Grioth, along with 4 Proxy A's for the Grioth.
  • After creating the hourglass, shuffle the Drake and the 4 Proxy A's into it.
  • Academy location is proxy for Winnings pile.
  • Woundwyrm's Lair is proxy for Hoard pile.

    Drake:

    Core Story Bane 1
    Traits: Dragon Veteran
    To Defeat: Combat 10+## THEN Combat 11+#
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

    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.

    Scenario Level (#): 1

    Turn: 10, Cogsnap/MorkXII

    Random Cards:

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

    Spoiler:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.

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

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

    Barriers
    Spoiler:
    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.

    Spoiler:
    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.

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

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

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

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

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

    Spells
    Spoiler:
    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.

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

    Spoiler:
    Phantasmal Minion
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 4
    Banish to give a card to another character and/or let any number of local characters give a card to another character.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 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:
    Invisibility
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 7
    When a local character encounters a monster, banish; they evade it.
    On a local Stealth check, banish to add 2d10.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

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

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

    Items
    Spoiler:
    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:
    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.

    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:
    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:
    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.

    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:
    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:
    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:
    Noble
    Core
    Ally 2
    Traits:
    Aristocrat
    Human To Acquire:
    Charisma
    Diplomacy 9
    On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, 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.

    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:
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.

    Spoiler:
    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:
    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:
    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.

    Hour Power: When you fail a check, you may bury your hand and discards to reroll.

    Top of Blessing Discard Pile:

    Asmodeus's Tyranny:
    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.

    Blessings Remaining: 25

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Reiko/Cthonicthul
    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 Kess/wkover
    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 3 Blessings Deck Card 3 Lini/eddiephlash
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Cogsnap/MorkXII
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Reiko/Cthonicthul
    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 Kess/wkover
    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 Lini/eddiephlash
    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 8 Blessings Deck Card 8 Cogsnap/MorkXII
    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 9 Blessings Deck Card 9 Reiko/Cthonicthul
    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 10 Blessings Deck Card 10 Kess/wkover
    Drake
    Core
    Story Bane 1
    Traits:
    Dragon
    Veteran
    To Defeat:
    Combat 10+##
    THEN Combat 11+#
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
    1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Lini/eddiephlash
    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 12 Blessings Deck Card 12 Cogsnap/MorkXII
    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 Reiko/Cthonicthul
    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 14 Blessings Deck Card 14 Kess/wkover
    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.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Lini/eddiephlash
    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 Cogsnap/MorkXII
    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.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Reiko/Cthonicthul
    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 18 Blessings Deck Card 18 Kess/wkover
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Lini/eddiephlash
    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 Cogsnap/MorkXII
    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 Reiko/Cthonicthul
    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.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Kess/wkover
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Lini/eddiephlash
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Spoiler:
    Blessings Deck Card 24 Blessings Deck Card 24 Cogsnap/MorkXII
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 25 Blessings Deck Card 25 Reiko/Cthonicthul
    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.

    Location #1: Plaza
    Urban
    At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 3 W: 2 Sp: 2 Ar: 2 I: 4 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Cogsnap/MorkXII, Reiko/Cthonicthul, Kess/wkover, Lini/eddiephlash, None

    Plaza Card 1:
    Allying Dart
    Core
    Weapon 1
    Traits:
    Dart
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character's combat check, freely reload to add 1d4+1.
    Plaza Card 2:
    Frost Longbow
    Core
    Weapon 2
    Traits:
    2-Handed
    Bow
    Cold
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
    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.
    Plaza Card 3:
    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.
    Plaza Card 4:
    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.
    Plaza Card 5:
    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.
    Plaza Card 6:
    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.
    Plaza Card 7:
    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.
    Plaza Card 8:
    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.
    Plaza Card 9:
    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.
    Plaza Card 10:
    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.
    Plaza Card 11:
    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.
    Plaza Card 12:
    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.
    Plaza Card 13:
    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.
    Plaza Card 14:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Location #2: Academy
    Closed
    At This Location:
    M: 0 Ba: 0 W: 1 Sp: 2 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Academy Card 1 (Light Shield):
    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.
    Academy Card 2 (Flaming Mace):
    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.
    Academy Card 3 (Spyglass):
    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.
    Academy Card 4 (Detect Magic):
    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.
    Academy Card 5 (Elixir of Healing):
    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.
    Academy Card 6 (Half-plate):
    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.
    Academy Card 7 (Holy Light):
    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.

    Location #3: Woundwyrm's Lair
    Closed
    At This Location: Before you rest your hand, summon and encounter a random item from the box, then summon and encounter the henchman Scorizscar.
    M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Woundwyrm's Lair Card 1 (Seeking Shortbow):
    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.
    Woundwyrm's Lair Card 2 (Mirror Image):
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
    Woundwyrm's Lair Card 3 (Helm):
    Helm
    Core
    Armor 0
    Traits:
    Heavy Armor
    Helm To Acquire:
    Constitution
    Fortitude 4
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.
    Woundwyrm's Lair Card 4 (Lucky Starknife):
    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.


  • Hour: When you fail a check, you may bury your hand and discards to reroll.

    Explore Plaza 1: Allying Dart or Throwing Axe: Throwing Axe.
    Asking Lini to play BotGreenFaith.
    Scenario Charisma 6: 1d6 + 1d6 ⇒ (6) + (5) = 11
    Discard BotElements.
    CtA Ranged 6: 1d8 + 1 + 1d8 ⇒ (2) + 1 + (6) = 9 To the Winnings pile.

    Cogsnap is significantly more interested in potions, books, and odd trinkets to examine and take apart, but he enjoys the satisfaction of getting a good deal at an auction as much as the next gnome.

    End of turn:
    Draw up to 6.

    Cogsnap wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d8
    Disable +3
    Ranged +1
    CONSTITUTION d6
    INTELLIGENCE d10 +2
    Arcane +1
    Craft +2
    WISDOM d6
    CHARISMA d6

    Powers
    Hand Size 6 ☐7 ☐8
    Proficient with Light Armors Weapons Alchemical
    When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
    [X2] During recovery, you may discard Alchemical boons instead of banishing them.
    Add 1d6 to you Ranged Combat check that has the Alchemical trait.
    After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

    Favored Card Type: Item
    Weapon 2 ☐ 3
    Spell 1 [X1] 2
    Armor 1 ☐ 2 ☐ 3
    Item 5 ☐ 6 ☐ 7 ☐ 8
    Ally 3 ☐ 4
    Blessing 3 [X2] 4 ☐ 5

    Hand: Galvanic Chakram +1, Brilliance, Laboratory Coat, Embalming Fluid, Noxious Bomb, Blessing of the Elements
    Displayed: Elixir Of Energy Resistance
    Deck: 8 Discard: 2 Buried: 1
    Hero Points: 2 Shirt Reroll Available (2B): No
    Notes: Uses blessings as needed.
    Core substitutions: Acid Flask, Noxious Bomb, Staff of Minor Healing, Clockwork Servant

    Brilliance:
    Brilliance
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Powers
    Display this card next to a character's deck. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Blessing of the Elements:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Elixir Of Energy Resistance:
    Elixir Of Energy Resistance
    Item 0

    Traits
    Liquid
    Alchemical

    Powers
    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.


    Deck Handler

    Recharge Blessing of the Quartermaster for Kess check (Thanks for reminding me to recharge!)

    Turn 11: Reiko/Shelyn's Song (When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.)
    Explore Plaza Card #1: Frost Longbow (or Returning Throwing Axe) - will go with the latter, because it is more possibler.
    Charisma 6 to keep the DC down: 1d8 ⇒ 4 Nope.
    DC increase: 1d8 ⇒ 3
    Ranged 13 to acquire Returning Throwing Axe: 1d10 + 3 ⇒ (9) + 3 = 12 Failed. All this acquiring ain't my thing.

    Reiko simply could never afford any of the goods here, even if she wanted them.

    Reset hand and end turn.

    Reiko wrote:

    Hand: Noxious Bomb, Blowgun, Burglar's Buckler, Double Chicken Saber +1, Rochin,

    Displayed: Drained,
    Deck: 8 Discard: 3 Buried: 0
    Notes: Shirt re-roll is no longer available.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Acrobatics: Dexterity +3
    Ranged: Dexterity+2
    Stealth: Dexterity +3
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d6 [ ] +1 [ ] +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d8 [ ] +1 [ ] +2 [ ] +3

    Favored Card Type: Card that has the poison trait or weapon
    Hand Size: 5
    Proficient with: Light Armors, Weapons
    Powers:
    If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
    You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
    Card Feat: Spell

    Deck Handler: https://docs.google.com/spreadsheets/d/19c2g1hTg86_lLxzbBsr3eOQsbLCZUoLdax8 YrxTzkCw/edit#gid=1691583861


    During This Adventure:

    During This Scenario: TDD-2B A Piece of the Auction

  • Drake always rolls Fire.

  • When you encounter a boon from the location, before acting, succeed at a Charisma, Diplomacy, or Perception 6 check or the difficulty to acquire is increased by 1d8. If you acquire the boon, put it into a winnings pile instead of your hand. If you fail to acquire the boon, put it into the a hoard pile instead of banishing it.

  • When you flip over a monster from the hourglass, encounter it. If you do not defeat it, shuffle it into the hourglass and put a random boon from the winnings pile into the hoard pile.

  • When the Plaza is closed, if there are more cards in the winnings pile than the hoard pile, you win; otherwise, you lose.

    Additional Rules: LOCATIONS:
    1-Plaza

    THREAT LIST:

  • Dangers: Each time you encounter the danger, randomly choose a new Artifice story bane.
  • Villain: None
  • Closing Henchmen: None

    SETUP:

  • After building the location, add into it a number of new barriers, weapons, spells, armors, and items each equal to the number of the characters.
  • When preparing the story banes, set aside the story banes Drake and Grioth, along with 4 Proxy A's for the Grioth.
  • After creating the hourglass, shuffle the Drake and the 4 Proxy A's into it.
  • Academy location is proxy for Winnings pile.
  • Woundwyrm's Lair is proxy for Hoard pile.

    Drake:

    Core Story Bane 1
    Traits: Dragon Veteran
    To Defeat: Combat 10+## THEN Combat 11+#
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

    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.

    Scenario Level (#): 1

    Turn: 12, Kess/wkover

    Random Cards:

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

    Spoiler:
    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:
    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.

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

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

    Spoiler:
    Quarterstaff 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.

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

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

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

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

    Spoiler:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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.

    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.

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

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

    Spoiler:
    Tinker
    Core
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy
    Disable 6
    On a local check to acquire or Craft check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.

    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.

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

    Hour Power: On your check to close or to guard, add 1d4.

    Top of Blessing Discard Pile:

    Abadar's Law:
    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.

    Blessings Remaining: 23

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Lini/eddiephlash
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Cogsnap/MorkXII
    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 Reiko/Cthonicthul
    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 Kess/wkover
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Lini/eddiephlash
    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 6 Blessings Deck Card 6 Cogsnap/MorkXII
    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 Reiko/Cthonicthul
    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 Kess/wkover
    Drake
    Core
    Story Bane 1
    Traits:
    Dragon
    Veteran
    To Defeat:
    Combat 10+##
    THEN Combat 11+#
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
    1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
    Spoiler:
    Blessings Deck Card 9 Blessings Deck Card 9 Lini/eddiephlash
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Cogsnap/MorkXII
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Reiko/Cthonicthul
    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 Kess/wkover
    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.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Lini/eddiephlash
    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 14 Blessings Deck Card 14 Cogsnap/MorkXII
    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.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Reiko/Cthonicthul
    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 16 Blessings Deck Card 16 Kess/wkover
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Lini/eddiephlash
    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 18 Blessings Deck Card 18 Cogsnap/MorkXII
    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 19 Blessings Deck Card 19 Reiko/Cthonicthul
    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.
    Spoiler:
    Blessings Deck Card 20 Blessings Deck Card 20 Kess/wkover
    Abadar's Law
    Core
    Blessing 1
    Traits:
    Deity: Abadar
    Divine
    When this is the hour: On your check to close or to guard, add 1d4. To Acquire:
    Diplomacy
    Disable
    Divine 4+#
    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 Lini/eddiephlash
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Cogsnap/MorkXII
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Reiko/Cthonicthul
    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.

    Location #1: Plaza
    Urban
    At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 3 W: 0 Sp: 2 Ar: 2 I: 4 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Cogsnap/MorkXII, Reiko/Cthonicthul, Kess/wkover, Lini/eddiephlash, None

    Plaza Card 1:
    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.
    Plaza Card 2:
    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.
    Plaza Card 3:
    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.
    Plaza Card 4:
    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.
    Plaza Card 5:
    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.
    Plaza Card 6:
    Gem of Physical Prowess
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
    Plaza Card 7:
    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.
    Plaza Card 8:
    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.
    Plaza Card 9:
    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.
    Plaza Card 10:
    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.
    Plaza 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.
    Plaza Card 12:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Location #2: Academy
    Closed
    At This Location:
    M: 0 Ba: 0 W: 2 Sp: 2 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Academy Card 1 (Throwing Axe):
    Throwing Axe
    Core
    Weapon 0
    Traits:
    Axe
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 6
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
    If proficient, on a local combat check, freely discard to add 1d6.
    You may use this power even if you have previously revealed this card on this check.
    Academy Card 2 (Light Shield):
    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.
    Academy Card 3 (Flaming Mace):
    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.
    Academy Card 4 (Spyglass):
    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.
    Academy Card 5 (Detect Magic):
    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.
    Academy Card 6 (Elixir of Healing):
    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.
    Academy Card 7 (Half-plate):
    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.
    Academy Card 8 (Holy Light):
    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.

    Location #3: Woundwyrm's Lair
    Closed
    At This Location: Before you rest your hand, summon and encounter a random item from the box, then summon and encounter the henchman Scorizscar.
    M: 0 Ba: 0 W: 3 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Woundwyrm's Lair Card 1 (Returning Throwing Axe):
    Returning Throwing Axe
    Core
    Weapon 1
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 10
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
    Woundwyrm's Lair Card 2 (Seeking Shortbow):
    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.
    Woundwyrm's Lair Card 3 (Mirror Image):
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
    Woundwyrm's Lair Card 4 (Helm):
    Helm
    Core
    Armor 0
    Traits:
    Heavy Armor
    Helm To Acquire:
    Constitution
    Fortitude 4
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.
    Woundwyrm's Lair Card 5 (Lucky Starknife):
    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.


  • STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    Hour: Checks to close/guard add 1d4. Explore, encounter Wounded Wanderer barrier. Auto-fail to defeat, Plaza is shuffled. Displaying White War Paint before resetting.

    Kess wrote:

    Hand: Amulet of Mighty Fists, B of Green Faith, Crocodile Skin Madu, Mattock, B of Gozreh,

    Displayed: Hide Armor,
    Deck: 8 Discard: 2 Buried: 0
    Notes: As usual, all blessings available.

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 []+2 []+3 []+4
    Melee: Strength +3
    Dexterity d6 []+1 []+2 []+3
    Acrobatics: Dexterity +1
    Con d8 []+1 []+2 []+3
    Fortitude: Constitution +1
    Intelligence d6 []+1 []+2
    Wisdom d4 []+1
    Charisma d8 []+1 []+2
    Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size 5 [] 6
    Proficient with: Nothing
    Powers:
    For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
    On your check vs. monster on which you don't play weapon/spell, you may recharge an ally to add 1d4 + that card's AD#.
    When you discard or bury a card as damage, it counts as 2 ([] or 3) cards.
    When you defeat a monster, you may heal a card ([] or an ally).

    Hero Points: 1

    Plaza is shuffled - all cards (1-12).


    During This Adventure:

    During This Scenario: TDD-2B A Piece of the Auction

  • Drake always rolls Fire.

  • When you encounter a boon from the location, before acting, succeed at a Charisma, Diplomacy, or Perception 6 check or the difficulty to acquire is increased by 1d8. If you acquire the boon, put it into a winnings pile instead of your hand. If you fail to acquire the boon, put it into the a hoard pile instead of banishing it.

  • When you flip over a monster from the hourglass, encounter it. If you do not defeat it, shuffle it into the hourglass and put a random boon from the winnings pile into the hoard pile.

  • When the Plaza is closed, if there are more cards in the winnings pile than the hoard pile, you win; otherwise, you lose.

    Additional Rules: LOCATIONS:
    1-Plaza

    THREAT LIST:

  • Dangers: Each time you encounter the danger, randomly choose a new Artifice story bane.
  • Villain: None
  • Closing Henchmen: None

    SETUP:

  • After building the location, add into it a number of new barriers, weapons, spells, armors, and items each equal to the number of the characters.
  • When preparing the story banes, set aside the story banes Drake and Grioth, along with 4 Proxy A's for the Grioth.
  • After creating the hourglass, shuffle the Drake and the 4 Proxy A's into it.
  • Academy location is proxy for Winnings pile.
  • Woundwyrm's Lair is proxy for Hoard pile.

    Drake:

    Core Story Bane 1
    Traits: Dragon Veteran
    To Defeat: Combat 10+## THEN Combat 11+#
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

    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.

    Scenario Level (#): 1

    Turn: 13, Lini/eddiephlash

    Random Cards:

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

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

    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:
    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.

    Barriers
    Spoiler:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

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

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

    Weapons
    Spoiler:
    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.

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

    Spoiler:
    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:
    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:
    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.

    Spells
    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:
    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:
    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.

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

    Spoiler:
    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.

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

    Spoiler:
    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.

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

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

    Spoiler:
    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.

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

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

    Spoiler:
    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:
    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:
    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:
    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:
    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.

    Hour Power: No effect.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 22

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Cogsnap/MorkXII
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Reiko/Cthonicthul
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Kess/wkover
    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 Lini/eddiephlash
    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 5 Blessings Deck Card 5 Cogsnap/MorkXII
    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 6 Blessings Deck Card 6 Reiko/Cthonicthul
    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 Kess/wkover
    Drake
    Core
    Story Bane 1
    Traits:
    Dragon
    Veteran
    To Defeat:
    Combat 10+##
    THEN Combat 11+#
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
    1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Lini/eddiephlash
    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 Cogsnap/MorkXII
    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 10 Blessings Deck Card 10 Reiko/Cthonicthul
    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 Kess/wkover
    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.
    Spoiler:
    Blessings Deck Card 12 Blessings Deck Card 12 Lini/eddiephlash
    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 13 Blessings Deck Card 13 Cogsnap/MorkXII
    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.
    Spoiler:
    Blessings Deck Card 14 Blessings Deck Card 14 Reiko/Cthonicthul
    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 15 Blessings Deck Card 15 Kess/wkover
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Lini/eddiephlash
    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 17 Blessings Deck Card 17 Cogsnap/MorkXII
    Prayer
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Wisdom
    Divine 3
    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Reiko/Cthonicthul
    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.
    Spoiler:
    Blessings Deck Card 19 Blessings Deck Card 19 Kess/wkover
    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 20 Blessings Deck Card 20 Lini/eddiephlash
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Spoiler:
    Blessings Deck Card 21 Blessings Deck Card 21 Cogsnap/MorkXII
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 22 Blessings Deck Card 22 Reiko/Cthonicthul
    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.

    Location #1: Plaza
    Urban
    At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 3 W: 0 Sp: 2 Ar: 2 I: 4 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Cogsnap/MorkXII, Reiko/Cthonicthul, Kess/wkover, Lini/eddiephlash, None

    Plaza Card 1:
    Gem of Physical Prowess
    Core
    Item 1
    Traits:
    Magic
    Object To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
    Plaza Card 2:
    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.
    Plaza Card 3:
    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.
    Plaza Card 4:
    Magic Leather Armor
    Core
    Armor 1
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 6
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    Plaza Card 5:
    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.
    Plaza Card 6:
    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.
    Plaza Card 7:
    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.
    Plaza Card 8:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.
    Plaza Card 9:
    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.
    Plaza Card 10:
    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.
    Plaza 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.
    Plaza Card 12:
    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.

    Location #2: Academy
    Closed
    At This Location:
    M: 0 Ba: 0 W: 2 Sp: 2 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Academy Card 1 (Throwing Axe):
    Throwing Axe
    Core
    Weapon 0
    Traits:
    Axe
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 6
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
    If proficient, on a local combat check, freely discard to add 1d6.
    You may use this power even if you have previously revealed this card on this check.
    Academy Card 2 (Light Shield):
    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.
    Academy Card 3 (Flaming Mace):
    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.
    Academy Card 4 (Spyglass):
    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.
    Academy Card 5 (Detect Magic):
    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.
    Academy Card 6 (Elixir of Healing):
    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.
    Academy Card 7 (Half-plate):
    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.
    Academy Card 8 (Holy Light):
    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.

    Location #3: Woundwyrm's Lair
    Closed
    At This Location: Before you rest your hand, summon and encounter a random item from the box, then summon and encounter the henchman Scorizscar.
    M: 0 Ba: 0 W: 3 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Woundwyrm's Lair Card 1 (Returning Throwing Axe):
    Returning Throwing Axe
    Core
    Weapon 1
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 10
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
    Woundwyrm's Lair Card 2 (Seeking Shortbow):
    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.
    Woundwyrm's Lair Card 3 (Mirror Image):
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
    Woundwyrm's Lair Card 4 (Helm):
    Helm
    Core
    Armor 0
    Traits:
    Heavy Armor
    Helm To Acquire:
    Constitution
    Fortitude 4
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.
    Woundwyrm's Lair Card 5 (Lucky Starknife):
    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.


  • Gnome Tier 4 Wilderness Druid Deck Handler

    Lini prays to the Green to help her new friend Cogsnap outbid a ruffian on a cool looking Axe. She then wanders over to the bidding tables herself, as the hour approaches Incitation.

    Explore Plaza 1: Gem of Physical Prowess. Rando item: Belt of Physical Prowess. Same diff, choose the lvl 2: Belt. Ask for Kess' BotGF
    BYA Percep 6: 1d10 + 3 ⇒ (10) + 3 = 13 No diff increase
    Dex 11: 2d8 ⇒ (5, 6) = 11 Added to winnings

    Discard Porky to explore card 2: Elixir of Focus. Rando item 2: Cape of Escape. Choose Cape.
    BYA Percep 6: 1d10 + 3 ⇒ (6) + 3 = 9 No diff increase
    Dex 8: 1d8 ⇒ 8 Added to winnings

    Discard Frog to explore card 3: Fly. Rando spell: Revitalize. Choose Fly.
    BYA Percep 6: 1d10 + 3 ⇒ (5) + 3 = 8 No diff increase
    Div 8: 1d10 + 2 ⇒ (6) + 2 = 8 Added to winnings

    After picking up several things, Lini feels accomplished, yet doesn't want to push her luck too far.

    End turn. Reset hand, ignoring CP and drawing 3

    Lini wrote:

    Hand: BURST BONDS (CORE), CLOUD PUFF, BAT (CORE), WOLVERINE, ANGELSTEP, BESTIAL RAGS,

    Displayed:
    Deck: 7 Discard: 3 Buried: 1
    Current Location: Plaza
    Hero Points: 1
    NOTES:
    Available Support: CP can ignore local BYA/AYA. Angelstep can heal 1d4 +1. Bat adds d4 to local ranged/survival, BB allows evasion or d8 of a Trap/Obstacle.
    Movement: Current: Plaza
    Other: Shirt reroll available, Static d4 on local animal checks

    Skills and Powers:
    SKILLS

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

    Favored Card: Animal Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Divine
    POWERS:
    For your combat check, you may bury a card or recharge an Animal ally to use Survival + 1d4 plus the card's level and add the Animal and Melee traits.
    When you would recharge an Animal ally for its power, you may shuffle it into your deck instead.
    On a local check that invokes the Animal trait, add 1d4


    Hour: No effect.

    Explore Plaza 4: Magic Leather Armor or Spiked Breastplate. Magic Leather Armor
    BA Charisma 6: 1d6 ⇒ 3
    DC Increase: 1d8 ⇒ 6
    Take 0 on the CtA (no chance). Magic Leather Armor to the Hoard Pile.

    Discard Blessing of the Elements to explore Plaza 5: Wounded Wanderer.
    Display Brilliance.
    Craft 8: 1d10 + 4 + 3 ⇒ (7) + 4 + 3 = 14 Defeated.
    Summon and encounter an Ally: Giant Slug or Acolyte. Giant Slug
    BA Charisma 6: 1d6 ⇒ 2
    DC Increase: 1d8 ⇒ 3
    Asking Lini to recharge Bat for the Survival check, +d4 from Lini vs an Animal.
    Survival 6+3=9: 1d4 + 1d4 + 1d4 ⇒ (3) + (1) + (4) = 8 To the Hoard Pile.

    Recovery:
    Brilliance Arcane 8: 1d10 + 3 ⇒ (8) + 3 = 11 Recharged.

    Draw up to 6.

    Cogsnap wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d8
    Disable +3
    Ranged +1
    CONSTITUTION d6
    INTELLIGENCE d10 +2
    Arcane +1
    Craft +2
    WISDOM d6
    CHARISMA d6

    Powers
    Hand Size 6 ☐7 ☐8
    Proficient with Light Armors Weapons Alchemical
    When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
    [X2] During recovery, you may discard Alchemical boons instead of banishing them.
    Add 1d6 to you Ranged Combat check that has the Alchemical trait.
    After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

    Favored Card Type: Item
    Weapon 2 ☐ 3
    Spell 1 [X1] 2
    Armor 1 ☐ 2 ☐ 3
    Item 5 ☐ 6 ☐ 7 ☐ 8
    Ally 3 ☐ 4
    Blessing 3 [X2] 4 ☐ 5

    Hand: Galvanic Chakram +1, Laboratory Coat, Embalming Fluid, Noxious Bomb, Clockwork Servant, Stained Glass Elemental
    Displayed: Elixir Of Energy Resistance
    Deck: 7 Discard: 3 Buried: 1
    Hero Points: 2 Shirt Reroll Available (2B): No
    Notes: Uses blessings as needed.
    Core substitutions: Acid Flask, Noxious Bomb, Staff of Minor Healing, Clockwork Servant

    Elixir Of Energy Resistance:
    Elixir Of Energy Resistance
    Item 0

    Traits
    Liquid
    Alchemical

    Powers
    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.


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    Out of turn - rechare BoGF for Lini.

    Kess wrote:

    Hand: Amulet of Mighty Fists, Crocodile Skin Madu, Mattock, B of Gozreh,

    Displayed: Hide Armor,
    Deck: 9 Discard: 2 Buried: 0
    Notes: As usual, all blessings available.

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 []+2 []+3 []+4
    Melee: Strength +3
    Dexterity d6 []+1 []+2 []+3
    Acrobatics: Dexterity +1
    Con d8 []+1 []+2 []+3
    Fortitude: Constitution +1
    Intelligence d6 []+1 []+2
    Wisdom d4 []+1
    Charisma d8 []+1 []+2
    Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size 5 [] 6
    Proficient with: Nothing
    Powers:
    For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
    On your check vs. monster on which you don't play weapon/spell, you may recharge an ally to add 1d4 + that card's AD#.
    When you discard or bury a card as damage, it counts as 2 ([] or 3) cards.
    When you defeat a monster, you may heal a card ([] or an ally).

    Hero Points: 1


    Deck Handler

    Turn 24: Reiko/Prayer
    Explore Plaza Card #1: Ingratiating Minion
    I hate to do this, but it loo0ks like no one really has a better shot at this bane... might as well get it over with. Unfortunately, that means I'll need to ask Kess for the one remaining Bl;essing. I'll toss some cards at reset hoping to draw more.
    Charisma 7 to defeat Ingratiating Minion, asking Kess to discard Blessing of Gozreh: 1d8 + 1d8 ⇒ (5) + (6) = 11 Defeated; banished

    Reiko shrugs off the attentions of the sycophants who trolls such places.

    Reste hand and end turn, discarding Rochin and Blowgun as free discards.

    Reiko wrote:

    Hand: Noxious Bomb, Blessing of the Quartermaster 1, Burglar's Buckler, Double Chicken Saber +1, Blessing of the Quartermaster 3,

    Displayed: Drained,
    Deck: 6 Discard: 5 Buried: 0
    Notes: Blessings as needed. Shirt re-roll is no longer available.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Acrobatics: Dexterity +3
    Ranged: Dexterity+2
    Stealth: Dexterity +3
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d6 [ ] +1 [ ] +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d8 [ ] +1 [ ] +2 [ ] +3

    Favored Card Type: Card that has the poison trait or weapon
    Hand Size: 5
    Proficient with: Light Armors, Weapons
    Powers:
    If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
    You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
    Card Feat: Spell

    Deck Handler: https://docs.google.com/spreadsheets/d/19c2g1hTg86_lLxzbBsr3eOQsbLCZUoLdax8 YrxTzkCw/edit#gid=1691583861

    Boom! Drew two Blessings. Use to clean this up, folks,


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    Out of turn - Discarding Gozreh for Reiko.

    Hour: Prayer. No effect. Exploring card 7: Viper Strike. Other option: Sleep spell. I don't think people want me to spend 2 blessings on this one, so I'll just see what happens.

    Dip 6 to avoid increase: 1d8 + 1 ⇒ (5) + 1 = 6

    Using one of Reiko's BOTQ to acquire, which is recharged.

    Int 5 w/ blessing: 2d6 ⇒ (4, 1) = 5 - Viper Strike acquired and added to winnings

    Asking Lini to bury Angelstep to shuffle all of my recharged blessings back in. # of cards healed?: 1d4 + 1 ⇒ (3) + 1 = 4

    If this isn't OK, will redo hand. Afterwards, discard all cards in hand and reset.

    Kess wrote:

    Hand: Cloud Puff, Porcupine, B of Achaekek, Mastiff, Fire Gecko,

    Displayed: Hide Armor,
    Deck: 7 Discard: 3 Buried: 0
    Notes: As usual, all blessings available.

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 []+2 []+3 []+4
    Melee: Strength +3
    Dexterity d6 []+1 []+2 []+3
    Acrobatics: Dexterity +1
    Con d8 []+1 []+2 []+3
    Fortitude: Constitution +1
    Intelligence d6 []+1 []+2
    Wisdom d4 []+1
    Charisma d8 []+1 []+2
    Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size 5 [] 6
    Proficient with: Nothing
    Powers:
    For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
    On your check vs. monster on which you don't play weapon/spell, you may recharge an ally to add 1d4 + that card's AD#.
    When you discard or bury a card as damage, it counts as 2 ([] or 3) cards.
    When you defeat a monster, you may heal a card ([] or an ally).

    Hero Points: 1

    Support used: Reiko's recharged BotQ (she has one left) and Lini's Angelstep.


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    As start of Lini's turn, display Mastiff to draw 2 cards: Wolfhide Armor, B of Gozreh. At EOT, Mastiff is discarded.

    Kess wrote:

    Hand: Cloud Puff, Porcupine, B of Achaekek, Wolfhide Armor, Fire Gecko, B of Gozreh,

    Displayed: Hide Armor,
    Deck: 5 Discard: 4 Buried: 0
    Notes: As usual, all blessings available.

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 []+2 []+3 []+4
    Melee: Strength +3
    Dexterity d6 []+1 []+2 []+3
    Acrobatics: Dexterity +1
    Con d8 []+1 []+2 []+3
    Fortitude: Constitution +1
    Intelligence d6 []+1 []+2
    Wisdom d4 []+1
    Charisma d8 []+1 []+2
    Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size 5 [] 6
    Proficient with: Nothing
    Powers:
    For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
    On your check vs. monster on which you don't play weapon/spell, you may recharge an ally to add 1d4 + that card's AD#.
    When you discard or bury a card as damage, it counts as 2 ([] or 3) cards.
    When you defeat a monster, you may heal a card ([] or an ally).

    Hero Points: 1


    During This Adventure:

    During This Scenario: TDD-2B A Piece of the Auction

  • Drake always rolls Fire.

  • When you encounter a boon from the location, before acting, succeed at a Charisma, Diplomacy, or Perception 6 check or the difficulty to acquire is increased by 1d8. If you acquire the boon, put it into a winnings pile instead of your hand. If you fail to acquire the boon, put it into the a hoard pile instead of banishing it.

  • When you flip over a monster from the hourglass, encounter it. If you do not defeat it, shuffle it into the hourglass and put a random boon from the winnings pile into the hoard pile.

  • When the Plaza is closed, if there are more cards in the winnings pile than the hoard pile, you win; otherwise, you lose.

    Additional Rules: LOCATIONS:
    1-Plaza

    THREAT LIST:

  • Dangers: Each time you encounter the danger, randomly choose a new Artifice story bane.
  • Villain: None
  • Closing Henchmen: None

    SETUP:

  • After building the location, add into it a number of new barriers, weapons, spells, armors, and items each equal to the number of the characters.
  • When preparing the story banes, set aside the story banes Drake and Grioth, along with 4 Proxy A's for the Grioth.
  • After creating the hourglass, shuffle the Drake and the 4 Proxy A's into it.
  • Academy location is proxy for Winnings pile.
  • Woundwyrm's Lair is proxy for Hoard pile.

    Drake:

    Core Story Bane 1
    Traits: Dragon Veteran
    To Defeat: Combat 10+## THEN Combat 11+#
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

    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.

    Scenario Level (#): 1

    Turn: 17, Lini/eddiephlash

    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:
    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.

    Spoiler:
    Troll
    Core
    Monster 2
    Traits:
    Troll
    Veteran
    To Defeat:
    Combat 8+##
    THEN Combat 10+##
    Vulnerable to Fire.
    Before acting, each local character suffers 1 Combat damage.
    If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.

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

    Spoiler:
    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:
    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:
    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:
    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:
    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.

    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.

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

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

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

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

    Spoiler:
    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:
    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.

    Armors
    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:
    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.

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

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

    Spoiler:
    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.

    Allies
    Spoiler:
    Snake
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

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

    Spoiler:
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    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.

    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: 18

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Cogsnap/MorkXII
    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 Reiko/Cthonicthul
    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 3 Blessings Deck Card 3 Kess/wkover
    Drake
    Core
    Story Bane 1
    Traits:
    Dragon
    Veteran
    To Defeat:
    Combat 10+##
    THEN Combat 11+#
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
    1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Lini/eddiephlash
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 5 Blessings Deck Card 5 Cogsnap/MorkXII
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Reiko/Cthonicthul
    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 7 Blessings Deck Card 7 Kess/wkover
    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.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Lini/eddiephlash
    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 Cogsnap/MorkXII
    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.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Reiko/Cthonicthul
    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 11 Blessings Deck Card 11 Kess/wkover
    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 12 Blessings Deck Card 12 Lini/eddiephlash
    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 13 Blessings Deck Card 13 Cogsnap/MorkXII
    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 14 Blessings Deck Card 14 Reiko/Cthonicthul
    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.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Kess/wkover
    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 Lini/eddiephlash
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Cogsnap/MorkXII
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 18 Blessings Deck Card 18 Reiko/Cthonicthul
    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.

    Location #1: Plaza
    Urban
    At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Cogsnap/MorkXII, Reiko/Cthonicthul, Kess/wkover, Lini/eddiephlash, None

    Plaza Card 1:
    Noxious Bomb
    Core
    Item 0
    Traits:
    Alchemical
    Attack
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.
    Plaza Card 2:
    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.
    Plaza Card 3:
    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.
    Plaza Card 4:
    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.
    Plaza Card 5:
    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.

    Location #2: Academy
    Closed
    At This Location:
    M: 0 Ba: 0 W: 2 Sp: 4 Ar: 2 I: 4 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None
    Academy Card 1 (Viper Strike):
    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.
    Academy Card 2 (Cape of Escape):
    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.
    Academy Card 3 (Fly):
    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.
    Academy Card 4 (Gem of Physical Prowess):
    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.
    Academy Card 5 (Throwing Axe):
    Throwing Axe
    Core
    Weapon 0
    Traits:
    Axe
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 6
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
    If proficient, on a local combat check, freely discard to add 1d6.
    You may use this power even if you have previously revealed this card on this check.
    Academy Card 6 (Light Shield):
    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.
    Academy Card 7 (Flaming Mace):
    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.
    Academy Card 8 (Spyglass):
    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.
    Academy Card 9 (Detect Magic):
    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.
    Academy Card 10 (Elixir of Healing):
    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.
    Academy Card 11 (Half-plate):
    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.
    Academy Card 12 (Holy Light):
    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.

    Location #3: Woundwyrm's Lair
    Closed
    At This Location: Before you rest your hand, summon and encounter a random item from the box, then summon and encounter the henchman Scorizscar.
    M: 0 Ba: 0 W: 3 Sp: 1 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Woundwyrm's Lair Card 1 (Giant Slug):
    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.
    Woundwyrm's Lair Card 2 (Magic Leather Armor):
    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.
    Woundwyrm's Lair Card 3 (Returning Throwing Axe):
    Returning Throwing Axe
    Core
    Weapon 1
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 10
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
    Woundwyrm's Lair Card 4 (Seeking Shortbow):
    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.
    Woundwyrm's Lair Card 5 (Mirror Image):
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
    Woundwyrm's Lair Card 6 (Helm):
    Helm
    Core
    Armor 0
    Traits:
    Heavy Armor
    Helm To Acquire:
    Constitution
    Fortitude 4
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.
    Woundwyrm's Lair Card 7 (Lucky Starknife):
    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.


  • Gnome Tier 4 Wilderness Druid Deck Handler

    Off turn, recharge shuffle Bat for Cogsnap. Bury Angelstep to Heal Kess.

    "Looks like we're getting towards the end of the auction. Still no word from those beasties on the horizon?"

    Explore Plaza 1: Noxious Bomb. Rando item: Elixir of Focus. Go for the Elixer, and use one of Reiko's blessings of the quartermaster in the acquisition attempt.
    BYA Percep 6: 1d10 + 3 ⇒ (6) + 3 = 9
    Int 8: 2d6 ⇒ (2, 4) = 6 Fail, added to bad pile.

    Discard Wolvie to explore card 2: Burning Tar. Before acting, each local character suffers 1 Fire damage. Kess and I both have Cloud puff to ignore this for somebody. I'll discard my armor as damage. Cast Burst Bonds to add d8.
    Dex 6 + # = 7: 2d8 ⇒ (8, 5) = 13 Defeated!

    End turn. Recovery.
    Divine 7: 1d10 + 2 ⇒ (6) + 2 = 8 BB recharged.
    Cloud Puff is an auto-success if it was used.
    Reset hand, drawing 5 whether or not Cloud Puff was used

    Lini wrote:

    Hand: CLOUD PUFF, STONE AXE +1, ASPECT OF THE SNAKE, BAT (CORE), Riding Allosaurus, MILANI,

    Displayed:
    Deck: 4 Discard: 5 Buried: 2
    Current Location: Plaza
    Hero Points: 1
    NOTES:
    Available Support: CP can ignore local BYA/AYA. Angelstep can heal 1d4 +1. Bat adds d4 to local ranged/survival, Milani bless x2 Dex/Wis,
    Movement: Current: Plaza
    Other: Shirt reroll available, Static d4 on local animal checks

    Skills and Powers:
    SKILLS

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

    Favored Card: Animal Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Divine
    POWERS:
    For your combat check, you may bury a card or recharge an Animal ally to use Survival + 1d4 plus the card's level and add the Animal and Melee traits.
    When you would recharge an Animal ally for its power, you may shuffle it into your deck instead.
    On a local check that invokes the Animal trait, add 1d4


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    On Lini's turn: Discarding Cloud Puff for my fire damage. Cog blocks his with Lab Coat. Reiko can have her damage blocked with Lini's Cloud Puff, if she wants.

    Kess wrote:

    Hand: Porcupine, B of Achaekek, Wolfhide Armor, Fire Gecko, B of Gozreh,

    Displayed: Hide Armor,
    Deck: 5 Discard: 5 Buried: 0
    Notes: As usual, all blessings available.

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 []+2 []+3 []+4
    Melee: Strength +3
    Dexterity d6 []+1 []+2 []+3
    Acrobatics: Dexterity +1
    Con d8 []+1 []+2 []+3
    Fortitude: Constitution +1
    Intelligence d6 []+1 []+2
    Wisdom d4 []+1
    Charisma d8 []+1 []+2
    Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size 5 [] 6
    Proficient with: Nothing
    Powers:
    For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
    On your check vs. monster on which you don't play weapon/spell, you may recharge an ally to add 1d4 + that card's AD#.
    When you discard or bury a card as damage, it counts as 2 ([] or 3) cards.
    When you defeat a monster, you may heal a card ([] or an ally).

    Hero Points: 1


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

    Explore Plaza 3: Brute Force Shield or Hide Armor. Hide Armor.
    BA Cha 6: 1d6 ⇒ 3
    DC Increase: 1d8 ⇒ 5
    Con 3+5=8: 1d6 ⇒ 1 To the Hoard Pile

    Bury Clockwork Servant to explore Plaza 4: Guide or Snake. Snake.
    BA Cha 6: 1d6 ⇒ 3
    DC Increase: 1d8 ⇒ 3
    Asking Lini for Blessing of Milani
    Wisdom 5+3=8: 1d6 + 2d6 ⇒ (6) + (5, 4) = 15 To the Winnings Pile

    End of turn:
    Discard Embalming Fluid, Noxious Bomb.
    Draw up to 6.

    Cogsnap wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d8
    Disable +3
    Ranged +1
    CONSTITUTION d6
    INTELLIGENCE d10 +2
    Arcane +1
    Craft +2
    WISDOM d6
    CHARISMA d6

    Powers
    Hand Size 6 ☐7 ☐8
    Proficient with Light Armors Weapons Alchemical
    When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
    [X2] During recovery, you may discard Alchemical boons instead of banishing them.
    Add 1d6 to you Ranged Combat check that has the Alchemical trait.
    After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

    Favored Card Type: Item
    Weapon 2 ☐ 3
    Spell 1 [X1] 2
    Armor 1 ☐ 2 ☐ 3
    Item 5 ☐ 6 ☐ 7 ☐ 8
    Ally 3 ☐ 4
    Blessing 3 [X2] 4 ☐ 5

    Hand: Fire Lance, Galvanic Chakram +1, Laboratory Coat, Acid Flask, Alchemist's Kit, Stained Glass Elemental
    Displayed: Elixir Of Energy Resistance
    Deck: 4 Discard: 5 Buried: 2
    Hero Points: 2 Shirt Reroll Available (2B): No
    Notes: Uses blessings as needed.
    Core substitutions: Acid Flask, Noxious Bomb, Staff of Minor Healing, Clockwork Servant

    Acid Flask:
    Acid Flask
    Item 0

    Traits
    Liquid
    Alchemical
    Attack
    Acid

    Powers
    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.

    Elixir Of Energy Resistance:
    Elixir Of Energy Resistance
    Item 0

    Traits
    Liquid
    Alchemical

    Powers
    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.


    During This Adventure:

    During This Scenario: TDD-2B A Piece of the Auction

  • Drake always rolls Fire.

  • When you encounter a boon from the location, before acting, succeed at a Charisma, Diplomacy, or Perception 6 check or the difficulty to acquire is increased by 1d8. If you acquire the boon, put it into a winnings pile instead of your hand. If you fail to acquire the boon, put it into the a hoard pile instead of banishing it.

  • When you flip over a monster from the hourglass, encounter it. If you do not defeat it, shuffle it into the hourglass and put a random boon from the winnings pile into the hoard pile.

  • When the Plaza is closed, if there are more cards in the winnings pile than the hoard pile, you win; otherwise, you lose.

    Additional Rules: LOCATIONS:
    1-Plaza

    THREAT LIST:

  • Dangers: Each time you encounter the danger, randomly choose a new Artifice story bane.
  • Villain: None
  • Closing Henchmen: None

    SETUP:

  • After building the location, add into it a number of new barriers, weapons, spells, armors, and items each equal to the number of the characters.
  • When preparing the story banes, set aside the story banes Drake and Grioth, along with 4 Proxy A's for the Grioth.
  • After creating the hourglass, shuffle the Drake and the 4 Proxy A's into it.
  • Academy location is proxy for Winnings pile.
  • Woundwyrm's Lair is proxy for Hoard pile.

    Drake:

    Core Story Bane 1
    Traits: Dragon Veteran
    To Defeat: Combat 10+## THEN Combat 11+#
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is: 1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

    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.

    Scenario Level (#): 1

    Turn: 19, Reiko/Cthonicthul

    Random Cards:

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

    Spoiler:
    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:
    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.

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

    Barriers
    Spoiler:
    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.

    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:
    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:
    Spiked Volley
    Core
    Barrier 1
    Traits:
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable 9
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

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

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

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

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

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

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

    Spells
    Spoiler:
    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:
    Phantasmal Minion
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 4
    Banish to give a card to another character and/or let any number of local characters give a card to another character.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 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:
    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:
    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.

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

    Spoiler:
    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:
    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 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.

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

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

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

    Spoiler:
    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.

    Spoiler:
    Flame Staff
    Core
    Item 0
    Traits:
    Attack
    Fire
    Magic
    Staff To Acquire:
    Arcane
    Divine 4
    For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8.

    Allies
    Spoiler:
    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:
    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:
    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:
    Noble
    Core
    Ally 2
    Traits:
    Aristocrat
    Human To Acquire:
    Charisma
    Diplomacy 9
    On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire and your Diplomacy 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.

    Blessings
    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:
    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:
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.

    Spoiler:
    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:
    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.

    Hour Power: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.

    Top of Blessing Discard Pile:

    Urgathoa's Gluttony:
    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.

    Blessings Remaining: 16

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 Blessings Deck Card 1 Kess/wkover
    Drake
    Core
    Story Bane 1
    Traits:
    Dragon
    Veteran
    To Defeat:
    Combat 10+##
    THEN Combat 11+#
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
    1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
    Spoiler:
    Blessings Deck Card 2 Blessings Deck Card 2 Lini/eddiephlash
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Cogsnap/MorkXII
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Reiko/Cthonicthul
    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 Kess/wkover
    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.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Lini/eddiephlash
    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 Cogsnap/MorkXII
    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.
    Spoiler:
    Blessings Deck Card 8 Blessings Deck Card 8 Reiko/Cthonicthul
    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 9 Blessings Deck Card 9 Kess/wkover
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Lini/eddiephlash
    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 11 Blessings Deck Card 11 Cogsnap/MorkXII
    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 Reiko/Cthonicthul
    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.
    Spoiler:
    Blessings Deck Card 13 Blessings Deck Card 13 Kess/wkover
    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 14 Blessings Deck Card 14 Lini/eddiephlash
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Cogsnap/MorkXII
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 16 Blessings Deck Card 16 Reiko/Cthonicthul
    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.

    Location #1: Plaza
    Urban
    At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Cogsnap/MorkXII, Reiko/Cthonicthul, Kess/wkover, Lini/eddiephlash, None

    Plaza Card 1:
    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.

    Location #2: Academy
    Closed
    At This Location:
    M: 0 Ba: 0 W: 2 Sp: 4 Ar: 2 I: 4 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Academy Card 1:
    Snake
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
    Academy Card 2 (Viper Strike):
    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.
    Academy Card 3 (Cape of Escape):
    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.
    Academy Card 4 (Fly):
    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.
    Academy Card 5 (Gem of Physical Prowess):
    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.
    Academy Card 6 (Throwing Axe):
    Throwing Axe
    Core
    Weapon 0
    Traits:
    Axe
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 6
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
    If proficient, on a local combat check, freely discard to add 1d6.
    You may use this power even if you have previously revealed this card on this check.
    Academy Card 7 (Light Shield):
    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.
    Academy Card 8 (Flaming Mace):
    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.
    Academy Card 9 (Spyglass):
    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.
    Academy Card 10 (Detect Magic):
    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.
    Academy Card 11 (Elixir of Healing):
    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.
    Academy Card 12 (Half-plate):
    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.
    Academy Card 13 (Holy Light):
    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.

    Location #3: Woundwyrm's Lair
    Closed
    At This Location: Before you rest your hand, summon and encounter a random item from the box, then summon and encounter the henchman Scorizscar.
    M: 0 Ba: 0 W: 3 Sp: 1 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None
    Woundwyrm's Lair Card 1:
    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.
    Woundwyrm's Lair Card 2 (Elixir of Focus):
    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.
    Woundwyrm's Lair Card 3 (Giant Slug):
    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.
    Woundwyrm's Lair Card 4 (Magic Leather Armor):
    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.
    Woundwyrm's Lair Card 5 (Returning Throwing Axe):
    Returning Throwing Axe
    Core
    Weapon 1
    Traits:
    Axe
    Magic
    Melee
    Ranged
    Slashing To Acquire:
    Strength
    Dexterity
    Melee
    Ranged 10
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
    Woundwyrm's Lair Card 6 (Seeking Shortbow):
    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.
    Woundwyrm's Lair Card 7 (Mirror Image):
    Mirror Image
    Core
    Spell 1
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 9
    Display. While displayed:
    * When you suffer damage, roll 1d4.
    On any result other than 1, reduce the damage to 0.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
    Woundwyrm's Lair Card 8 (Helm):
    Helm
    Core
    Armor 0
    Traits:
    Heavy Armor
    Helm To Acquire:
    Constitution
    Fortitude 4
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.
    Woundwyrm's Lair Card 9 (Lucky Starknife):
    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.


  • Deck Handler

    Off-turn: Recharge Blessing of the Quartermaster for Kess check and discard Burglar's Buckler for damage.

    Turn 19: Reiko/Urgathoa's Gluttony (On your check to acquire a boon, add 1d6; if you succeed, bury the boon)
    Explore Plaza Card #1: Boots of Friendly Terrain or Gem of Mental Acuity; go Boots

    Nice boots!

    Dexterity 8 to acquire Boots of Friendly Terrain, adding a d6 for Hour Power: 1d10 + 1 + 1d6 ⇒ (3) + 1 + (6) = 10 That's an acquire. Whether it is buried or goes in the win pile is up to smarter folks than me.

    Charisma 7 to close location: 1d8 ⇒ 2 Nope.

    Reiko wrote:

    Hand: Noxious Bomb, Galvanic Chakram +1, Good Omen, Double Chicken Saber +1, Blessing of the Quartermaster 3,

    Displayed: Drained,
    Deck: 5 Discard: 6 Buried: 0
    Notes: Blessings as needed. Shirt re-roll is no longer available.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Acrobatics: Dexterity +3
    Ranged: Dexterity+2
    Stealth: Dexterity +3
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d6 [ ] +1 [ ] +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d8 [ ] +1 [ ] +2 [ ] +3

    Favored Card Type: Card that has the poison trait or weapon
    Hand Size: 5
    Proficient with: Light Armors, Weapons
    Powers:
    If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
    You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
    Card Feat: Spell

    Deck Handler: https://docs.google.com/spreadsheets/d/19c2g1hTg86_lLxzbBsr3eOQsbLCZUoLdax8 YrxTzkCw/edit#gid=1691583861


    Reiko-bot retcon pre-acquisition check:

    Charisma 6: 1d8 ⇒ 8 Success!

    Rest of turn proceeds as recorded above.


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    Flip hourglass - encounter Drake henchman. Per scenario rules, Drake automatically rolls fire.

    Drake:

    Drake
    Core
    Story Bane 1
    Traits:
    Dragon
    Veteran
    To Defeat:
    Combat 10+##
    THEN Combat 11+#
    Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
    1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.

    Pausing turn for BYA checks.


    Deck Handler

    Reiko Acrobatics 7 check to avoid damage for Drake BYA: 1d10 + 4 ⇒ (1) + 4 = 5 Ha! Failure
    Drake damage: 1d4 ⇒ 4 Discard all but Blessing of the Quartermaster for damage

    Reiko wrote:

    Hand: Blessing of the Quartermaster 3,

    Displayed: Drained,
    Deck: 5 Discard: 10 Buried: 0
    Notes: Blessing as needed. Shirt re-roll is no longer available.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Acrobatics: Dexterity +3
    Ranged: Dexterity+2
    Stealth: Dexterity +3
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d6 [ ] +1 [ ] +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d8 [ ] +1 [ ] +2 [ ] +3

    Favored Card Type: Card that has the poison trait or weapon
    Hand Size: 5
    Proficient with: Light Armors, Weapons
    Powers:
    If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
    You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
    Card Feat: Spell

    Deck Handler: https://docs.google.com/spreadsheets/d/19c2g1hTg86_lLxzbBsr3eOQsbLCZUoLdax8 YrxTzkCw/edit#gid=1691583861


    Gnome Tier 4 Wilderness Druid Deck Handler

    Displayed Aspect at start of Cogsnap's turn, discard Milani for Cogsnap's check. Nobody used my Cloud Puff, so it is still in hand to ignore the Drake's BYA for me. Updated hand:

    Lini wrote:

    Hand: STONE AXE +1, BAT (CORE), Riding Allosaurus,

    Displayed: ASPECT OF THE SNAKE,
    Deck: 4 Discard: 6 Buried: 2 Recovery: 1
    Current Location: Plaza
    Hero Points: 1
    NOTES:
    Available Support: CP can ignore local BYA/AYA.
    Movement: Current: Plaza
    Other: Shirt reroll available, Static d4 on local animal checks

    Skills and Powers:
    SKILLS

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

    Favored Card: Animal Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Divine
    POWERS:
    For your combat check, you may bury a card or recharge an Animal ally to use Survival + 1d4 plus the card's level and add the Animal and Melee traits.
    When you would recharge an Animal ally for its power, you may shuffle it into your deck instead.
    On a local check that invokes the Animal trait, add 1d4


    STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    Continuing turn, since Cogsnap has armor to bury for BYA damage. Now for my own BYA check.

    Acro 7 for BYA: 1d6 + 1 ⇒ (4) + 1 = 5 - fail

    Fire damage?: 1d4 ⇒ 1 - discard Wolfhide Armor

    Doing 2 combat checks: 14 then 13

    Combat 14 (10+4) w/ recharged Gecko (for my power), Lini's recharged Allosaurus: 1d10 + 1d12 + 4 + 1d4 + 1 + 1d6 ⇒ (2) + (5) + 4 + (1) + 1 + (2) = 15 - success

    Combat 13 (11+2) w/ my Achaekek, recharged Porcupine: 1d10 + 1d12 + 4 + 2d10 + 1d4 ⇒ (2) + (4) + 4 + (10, 8) + (2) = 30

    Location is empty. Now to close!

    Dip 7 (5+2) w/ my Gozreh: 1d8 + 1 + 2d8 ⇒ (1) + 1 + (2, 1) = 5 - fail

    Haven't used reroll, so rerolling first d8.

    Dip 7 reroll: 1d8 + 4 ⇒ (5) + 4 = 9 - whew!

    Drake defeated, location closed. We win!


    TDD-2B DEVELOPMENT:
    The drake and the grioths have done their damage, yet you kept their rampage contained. The auction attendees are preparing to collect their winnings when the air is split by a thunderous roar.

    "I am Aeteperax, Lord of Dragonfen," bellows a massive winged creature from a nearby rooftop. The dragon's dark wings outline a skeletal body and eyes that burn with deathless fire.

    "You have exhausted my patience. Your wizard promised many things, including five rare and ancient tomes. I have tried to obtain these lawfully, but I will now take what I demand. Bring the books and 2,000 pieces of gold for each of your craven residents to the Monastery of Saint Kyerixus in two weeks, or I will flatten this dunghill to the very earth!"

    With that, the dragon vanishes. The townspeople are in revolt; surely there is no way they can summon up more than 700,000 gold pieces. "What shall we do?" they cry as one.

    "Well," says a gnome from the back, "we could just kill it."

    SCENARIO REWARD:
    The party gets all the cards in the winnings pile. A character gets the Loot spell Wall of Light.

    Wall of Light:

    Spell
    Traits: Arcane Attack Divine Loot Magic
    To Acquire: Intelligence Wisdom Arcane Divine 8
    Display. While displayed: * For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane. * On another local character's combat check, add 1d4 and the Magic trait. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.


    TDD-2C Spirited Away

    The Belhaim Town Council again has permitted your presence in its deliberations. Since you have provided aid to the town over the last month, your voices are welcome, in between pronouncements of the dueling clerics of Abadar and Shelyn.

    Today, the subject has again turned to the monsters.

    "What are these...grioths... of which you speak?" The Lady Origena Devy struggles with yet another unexplained disturbance to her town's serenity.

    You had never heard of these batlike creatures before either, but fortunately you are not the only ones present.

    "I have found some information that may serve, Milady," says Eupaphenia Targas, the cleric who tends the temple of Abadar. "In preparations for the auction, the clerks prevailed upon me to examine the wizard's books. Some I could not understand, but the bestiary was in a script I could quickly decipher.

    "Therein I found all manner of known malefactors--the bloodbug, the basilisk, the lurking ray. Several I had not yet known of, among them, these grioths. Here's what I know: They are not from around here. In fact, they are not of this world. They are from planets cast away from their stars. The worst of wizards summon them to Golarion through a magical tapestry called the Dark Window."

    "There is no good in them," she continues. "They come to pillage the land and kidnap the helpless. They are experts in crafting cells in which to imprison their victims. The grioths must be either slain or forced back through the window from whence they came."

    The Council devolves into whispers and hubbub as all present consider the gravity of the situation.

    "Begging your leave, ma'am," says Jacoba Kirvis, the town barrister. "I have a list of the missing. It is not a short list."

    As has become typical of late, all eyes in the room turn toward you. There is a crisis, and you will again prove to be the solution to it. For a bucolic countryside town, Belhaim sure isn't boring.

    LOCATIONS:
    1-Cell
    1-Castle
    1-Sable
    2-Farm
    3-Bridge
    4-Cliff
    5-Swamp
    6-Island

    THREAT LIST:

  • Danger: Grioth
  • Villain: Grioth (Goladryth) - Villain Proxy 1
  • Closing Henchmen: Rescue - Proxy A

    SETUP:

  • When preparing story banes, after making the story bane stack, shuffle the villain proxy into the Cell.
  • Characters start at the Castle.

    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 Rescue, summon and encounter the danger; if it is not defeated, the Rescue is evaded. When you would draw a new ally for defeating 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.

    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.

    Rescue:

    Core Story Bane 0
    Traits: Task Veteran
    To Defeat: Strength Melee 6+# OR Charisma Diplomacy 8+#
    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.


  • During This Adventure:

    During This Scenario: TDD-2C Spirited Away

  • 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 Rescue, summon and encounter the danger; if it is not defeated, the Rescue is evaded. When you would draw a new ally for defeating 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: LOCATIONS:
    1-Cell
    1-Castle
    1-Sable
    2-Farm
    3-Bridge
    4-Cliff
    5-Swamp
    6-Island

    THREAT LIST:

  • Danger: Grioth
  • Villain: Grioth (Goladryth) - Villain Proxy 1
  • Closing Henchmen: Rescue - Proxy A

    SETUP:

  • When preparing story banes, after making the story bane stack, shuffle the villain proxy into the Cell.
  • Characters start at the Castle.

    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.

    Rescue:

    Core Story Bane 0
    Traits: Task Veteran
    To Defeat: Strength Melee 6+# OR Charisma Diplomacy 8+#
    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.

    Danger:

    Grioth:

    Story Bane
    Traits:
    Aberration
    Grioth

    To Defeat:
    Combat 10+##

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

    Scenario Level (#): 1

    Turn: 0, Kess/wkover

    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:
    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.

    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.

    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:
    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.

    Barriers
    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:
    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:
    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.

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

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

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

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

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

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

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

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

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

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

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

    Items
    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.

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

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

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

    Allies
    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:
    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:
    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:
    Snake
    Core
    Ally 0
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 5
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

    Spoiler:
    Noble
    Core
    Ally 2
    Traits:
    Aristocrat
    Human To Acquire:
    Charisma
    Diplomacy 9
    On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.

    Blessings
    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:
    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:
    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:
    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.

    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 Lini/eddiephlash
    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 Cogsnap/MorkXII
    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 3 Blessings Deck Card 3 Reiko/Cthonicthul
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 4 Blessings Deck Card 4 Kess/wkover
    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 Lini/eddiephlash
    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 6 Blessings Deck Card 6 Cogsnap/MorkXII
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 7 Blessings Deck Card 7 Reiko/Cthonicthul
    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 8 Blessings Deck Card 8 Kess/wkover
    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 9 Blessings Deck Card 9 Lini/eddiephlash
    Benefaction
    Core
    Blessing 0
    Traits:
    Divine
    When this is the hour: No effect. To Acquire:
    Diplomacy
    Divine 5
    On another character's check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 10 Blessings Deck Card 10 Cogsnap/MorkXII
    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 Reiko/Cthonicthul
    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 Kess/wkover
    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 13 Blessings Deck Card 13 Lini/eddiephlash
    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 14 Blessings Deck Card 14 Cogsnap/MorkXII
    Gorum's Iron
    Core
    Blessing 1
    Traits:
    Deity: Gorum
    Divine
    When this is the hour: On your non-Attack combat check, add 1. To Acquire:
    Divine
    Melee
    Ranged 4+#
    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 15 Blessings Deck Card 15 Reiko/Cthonicthul
    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 Kess/wkover
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 17 Blessings Deck Card 17 Lini/eddiephlash
    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 Cogsnap/MorkXII
    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 19 Blessings Deck Card 19 Reiko/Cthonicthul
    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 20 Blessings Deck Card 20 Kess/wkover
    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 21 Blessings Deck Card 21 Lini/eddiephlash
    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 22 Blessings Deck Card 22 Cogsnap/MorkXII
    Calistria's Sting
    Core
    Blessing 1
    Traits:
    Deity: Calistria
    Divine
    When this is the hour: You may avenge by discarding a card. To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 23 Blessings Deck Card 23 Reiko/Cthonicthul
    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 Kess/wkover
    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 25 Blessings Deck Card 25 Lini/eddiephlash
    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 26 Blessings Deck Card 26 Cogsnap/MorkXII
    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 27 Blessings Deck Card 27 Reiko/Cthonicthul
    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 28 Blessings Deck Card 28 Kess/wkover
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 29 Blessings Deck Card 29 Lini/eddiephlash
    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 30 Blessings Deck Card 30 Cogsnap/MorkXII
    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.

    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

    Location #2: 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: Cogsnap/MorkXII, Reiko/Cthonicthul, Kess/wkover, Lini/eddiephlash, None

    Location #3: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None

    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: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    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

    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


  • STR d10 (Melee +3) | DEX d6 (Acro +1) | CON d8 (Fort +1) | INT d6 | WIS d4 | CHA d8 (Diplo +1) Deck handler

    No upgrades, so I'll go ahead and post.

    Kess wrote:

    Hand: B of Green Faith 2, B of Green Faith, Dwarf Caiman, Quartermaster, Porcupine,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Notes:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 []+3 []+4
    Melee: Strength +3
    Dexterity d6 []+1 []+2 []+3
    Acrobatics: Dexterity +1
    Con d8 []+1 []+2 []+3
    Fortitude: Constitution +1
    Intelligence d6 []+1 []+2
    Wisdom d4 []+1
    Charisma d8 []+1 []+2
    Diplomacy: Charisma +1

    Favored Card: Ally
    Hand Size 5 [] 6
    Proficient with: Nothing
    Powers:
    For your combat check, you may use Melee +1d8 ([X] or Melee +1d12 and add the magic trait).
    On your check vs. monster on which you don't play weapon/spell, you may recharge an ally to add 1d4 + that card's AD#.
    When you discard or bury a card as damage, it counts as 2 ([] or 3) cards.
    When you defeat a monster, you may heal a card ([] or an ally).

    Hero Points: 1


    Gnome Tier 4 Wilderness Druid Deck Handler

    Will swap out Crow for Allosaurus.

    Lini wrote:

    Hand: PORCUPINE (CORE), MILANI, BAT (CORE), BESTIAL RAGS, BURST BONDS (CORE),

    Displayed:
    Deck: 7 Discard: 5 Buried: 0
    Current Location: Farm
    Hero Points: 1
    NOTES:
    Available Support: CP can ignore local BYA/AYA.
    Movement: Current: Farm. Move to Cell if needed.
    Other: Shirt reroll available, Static d4 on local animal checks

    Skills and Powers:
    SKILLS

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

    Favored Card: Animal Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Divine
    POWERS:
    For your combat check, you may bury a card or recharge an Animal ally to use Survival + 1d4 plus the card's level and add the Animal and Melee traits.
    When you would recharge an Animal ally for its power, you may shuffle it into your deck instead.
    On a local check that invokes the Animal trait, add 1d4


    Swap in Javelin of Lightning for Fire Lance.
    Add Anesthetizing Slime back into my deck.

    Cogsnap wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d8
    Disable +3
    Ranged +1
    CONSTITUTION d6
    INTELLIGENCE d10 +2
    Arcane +1
    Craft +2
    WISDOM d6
    CHARISMA d6

    Powers
    Hand Size 6 ☐7 ☐8
    Proficient with Light Armors Weapons Alchemical
    When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
    [X2] During recovery, you may discard Alchemical boons instead of banishing them.
    Add 1d6 to you Ranged Combat check that has the Alchemical trait.
    After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

    Favored Card Type: Item
    Weapon 2 ☐ 3
    Spell 1 [X1] 2
    Armor 1 ☐ 2 ☐ 3
    Item 5 ☐ 6 ☐ 7 ☐ 8
    Ally 3 ☐ 4
    Blessing 3 [X2] 4 ☐ 5

    Hand: Stone Skin, Laboratory Coat, Alchemist's Kit, Noxious Bomb, Staff of Minor Healing, Blessing of Nethys
    Displayed: 0
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 3 Shirt Reroll Available (2C): Yes
    Notes: Uses blessings as needed.
    Core substitutions: Acid Flask, Noxious Bomb, Staff of Minor Healing, Clockwork Servant

    Stone Skin:
    Stone Skin
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Powers
    Display this card next to a character's deck. While displayed, reduce all damage to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.

    Staff of Minor Healing:
    Staff of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Powers
    Recharge to heal a local character a card.

    Blessing of Nethys:
    Blessing of Nethys
    Blessing 1

    Traits
    Divine
    Nethys

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


    During This Adventure:

    During This Scenario: TDD-2C Spirited Away

  • 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 Rescue, summon and encounter the danger; if it is not defeated, the Rescue is evaded. When you would draw a new ally for defeating 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: LOCATIONS:
    1-Cell
    1-Castle
    1-Sable
    2-Farm
    3-Bridge
    4-Cliff
    5-Swamp
    6-Island

    THREAT LIST:

  • Danger: Grioth
  • Villain: Grioth (Goladryth) - Villain Proxy 1
  • Closing Henchmen: Rescue - Proxy A

    SETUP:

  • When preparing story banes, after making the story bane stack, shuffle the villain proxy into the Cell.
  • Characters start at the Castle.

    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.

    Rescue:

    Core Story Bane 0
    Traits: Task Veteran
    To Defeat: Strength Melee 6+# OR Charisma Diplomacy 8+#
    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.

    Danger:

    Grioth:

    Story Bane
    Traits:
    Aberration
    Grioth

    To Defeat:
    Combat 10+##

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

    Scenario Level (#): 1

    Turn: 1, Lini/eddiephlash

    Random Cards:

    Monsters
    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:
    Giant Toad
    Core
    Monster 1
    Traits:
    Animal
    Poison
    To Defeat:
    Combat 10
    OR Acrobatics 7
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

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

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

    Spoiler:
    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.

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

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

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

    Spoiler:
    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.

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

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

    Spoiler:
    Phantasmal Minion
    Core
    Spell 0
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence
    Arcane 4
    Banish to give a card to another character and/or let any number of local characters give a card to another character.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 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.

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

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

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

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

    Spoiler:
    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:
    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:
    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.

    Allies
    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:
    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:
    Tinker
    Core
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy
    Disable 6
    On a local check to acquire or Craft check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.

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

    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:
    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:
    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:
    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:
    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.

    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 Cogsnap/MorkXII
    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 2 Blessings Deck Card 2 Reiko/Cthonicthul
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 3 Blessings Deck Card 3 Kess/wkover
    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 Lini/eddiephlash
    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 Cogsnap/MorkXII
    Sarenrae's Light
    Core
    Blessing 1
    Traits:
    Deity: Sarenrae
    Divine
    When this is the hour: When you heal, you may heal an additional card. To Acquire:
    Wisdom
    Divine 4+#
    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.
    Spoiler:
    Blessings Deck Card 6 Blessings Deck Card 6 Reiko/Cthonicthul
    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 7 Blessings Deck Card 7 Kess/wkover
    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 Lini/eddiephlash
    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 Cogsnap/MorkXII
    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 Reiko/Cthonicthul
    Incitation
    Core
    Blessing 0
    Traits:
    Arcane
    Divine
    When this is the hour: No effect. To Acquire:
    Arcane
    Divine 4
    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 11 Blessings Deck Card 11 Kess/wkover
    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 12 Blessings Deck Card 12 Lini/eddiephlash
    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 Cogsnap/MorkXII
    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 Reiko/Cthonicthul
    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 Kess/wkover
    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 16 Blessings Deck Card 16 Lini/eddiephlash
    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 17 Blessings Deck Card 17 Cogsnap/MorkXII
    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 18 Blessings Deck Card 18 Reiko/Cthonicthul
    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 19 Blessings Deck Card 19 Kess/wkover
    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 20 Blessings Deck Card 20 Lini/eddiephlash
    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 21 Blessings Deck Card 21 Cogsnap/MorkXII
    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 22 Blessings Deck Card 22 Reiko/Cthonicthul
    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 23 Blessings Deck Card 23 Kess/wkover
    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 24 Blessings Deck Card 24 Lini/eddiephlash
    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 25 Blessings Deck Card 25 Cogsnap/MorkXII
    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 26 Blessings Deck Card 26 Reiko/Cthonicthul
    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 27 Blessings Deck Card 27 Kess/wkover
    Erastil's Eye
    Core
    Blessing 1
    Traits:
    Deity: Erastil
    Divine
    When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire:
    Dexterity
    Divine
    Survival 4+#
    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.
    Spoiler:
    Blessings Deck Card 28 Blessings Deck Card 28 Lini/eddiephlash
    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 29 Blessings Deck Card 29 Cogsnap/MorkXII
    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.

    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:
    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.
    Cell Card 2:
    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.
    Cell Card 3:
    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.
    Cell Card 4:
    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.
    Cell Card 5:
    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.
    Cell Card 6:
    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.
    Cell Card 7:
    Villain Proxy A
    Core
    Villain 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
    Cell Card 8:
    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.
    Cell Card 9:
    Helm
    Core
    Armor 0
    Traits:
    Heavy Armor
    Helm To Acquire:
    Constitution
    Fortitude 4
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.
    Cell Card 10:
    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.

    Location #2: 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: Cogsnap/MorkXII, Reiko/Cthonicthul, Kess/wkover, Lini/eddiephlash, None
    Castle Card 1:
    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.
    Castle Card 2:
    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.
    Castle Card 3:
    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.
    Castle Card 4:
    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.
    Castle Card 5:
    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.
    Castle Card 6:
    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.
    Castle Card 7:
    Troll
    Core
    Monster 2
    Traits:
    Troll
    Veteran
    To Defeat:
    Combat 8+##
    THEN Combat 10+##
    Vulnerable to Fire.
    Before acting, each local character suffers 1 Combat damage.
    If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
    Castle Card 8:
    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.
    Castle Card 9:
    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.
    Castle Card 10:
    Longsword
    Core
    Weapon 0
    Traits:
    Melee
    Sword To Acquire:
    Strength
    Melee 6
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

    Location #3: Stable
    Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None
    Stable Card 1:
    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.
    Stable Card 2:
    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.
    Stable Card 3:
    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.
    Stable Card 4:
    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.
    Stable Card 5:
    Henchman Proxy A4
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Stable Card 6:
    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.
    Stable Card 7:
    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.
    Stable Card 8:
    Yeth Hound
    Core
    Monster 1
    Traits:
    Animal
    Outsider
    To Defeat:
    Combat 10
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
    Stable Card 9:
    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.
    Stable Card 10:
    Giant Fly
    Core
    Monster 1
    Traits:
    Vermin
    To Defeat:
    Combat 10
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.

    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: 2 Bl: 0 ?: 1
    Located/Displayed Here: None
    Farm Card 1:
    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.
    Farm Card 2:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Farm Card 3:
    Henchman Proxy A2
    Core
    Henchman 0
    Type:
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Farm Card 4:
    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.
    Farm Card 5:
    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.
    Farm Card 6:
    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.
    Farm Card 7:
    Riding Allosaurus
    Core
    Ally 2
    Traits:
    Animal
    Mount To Acquire:
    Wisdom
    Charisma
    Survival 14
    Recharge to move. You may not use this power during an encounter.
    On a local combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your first combat check, add 1d6.
    Farm Card 8:
    Compass
    Core
    Item 0
    Traits:
    Object To Acquire:
    Wisdom
    Survival 4
    Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard to explore.
    Farm Card 9:
    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.
    Farm Card 10:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

    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:
    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.
    Bridge Card 2:
    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.
    Bridge Card 3:
    Bloodbug
    Core
    Monster 0
    Traits:
    Animal
    To Defeat:
    Combat 11
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.
    Bridge Card 4:
    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.
    Bridge Card 5:
    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.
    Bridge Card 6:
    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 7:
    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.
    Bridge Card 8:
    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.
    Bridge Card 9:
    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.
    Bridge Card 10:
    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.

    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:
    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.
    Cliff Card 2:
    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.
    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:
    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:
    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.
    Cliff 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.
    Cliff Card 7:
    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.
    Cliff Card 8:
    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.
    Cliff Card 9:
    Gargoyle
    Core
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 15
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.
    Cliff Card 10:
    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.


  • Gnome Tier 4 Wilderness Druid Deck Handler

    "All right team, we're sticking together this time. Let's find those missing townsfolk!"

    Start turn at Castle. Hour is Orison. Explore card 1: Cryptic Message. Choose to roll a 0. Banish the undefeated barrier.

    Discard Porky to explore card 2: Flensing Jelly Gross. Recharge Shuffle in Bat.
    Survival 11: 1d10 + 5 + 1d4 ⇒ (10) + 5 + (4) = 19 Acquired!

    End turn. Reset hand, drawing 1.

    Lini wrote:

    Hand: BURST BONDS (CORE), BESTIAL RAGS, Flensing Jelly , MILANI, ANGELSTEP,

    Displayed:
    Deck: 12 Discard: 1 Buried: 0
    Current Location: Farm
    Hero Points: 1
    NOTES:
    Available Support: CP can ignore local BYA/AYA.
    Movement: Current: Farm. Move to Cell if needed.
    Other: Shirt reroll available, Static d4 on local animal checks

    Skills and Powers:
    SKILLS

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

    Favored Card: Animal Ally
    Hand Size: 5 ☐ 6
    Proficiencies:
    Divine
    POWERS:
    For your combat check, you may bury a card or recharge an Animal ally to use Survival + 1d4 plus the card's level and add the Animal and Melee traits.
    When you would recharge an Animal ally for its power, you may shuffle it into your deck instead.
    On a local check that invokes the Animal trait, add 1d4


    "Why are we chasing giant bat-like creatures again?" Cogsnap asks. "Surely there's someone else who could do it." Reluctant to go chasing down ugly monsters, Cogsnap still marches forward with the rest of the group.

    Hour: On your Stealth check or your check that invokes the Poison trait, add 1d4.

    Display Alchemist's Kit

    Explore Castle 3: Demonling
    BA Wisdom 5: 1d6 ⇒ 5 Success, no damage
    CtD Arcane 6: 1d10 + 3 ⇒ (7) + 3 = 10 Defeated.
    Recharge Stone Skin to draw Elixir of Healing from the box.

    A pesky demonling zips around Cogsnap, but Cogsnap is able to banish it back to the abyssal plane before it is able to cause any damage.

    Discard Blessing of Nethys to examine top 2, reorder, then explore.
    Castle 4: Metal Cobra
    Castle 5: Belt of Physical Prowess
    Encounter Metal Cobra
    Asking Kess for Blessing of Green Faith
    Craft 8: 1d10 + 4 + 1d10 ⇒ (5) + 4 + (9) = 18 Defeated.
    Recharge Elixir of Healing to draw Elixir of Focus from the box.

    A mechanical snake darts out and attempts to strike Cogsnap. Rather than his usual frightened reaction, he is intrigued by the workmanship - he avoids the attack, grabs the snake, disables it deftly, and begins to take it apart and inspect its inner workings.

    Recharge Staff of Minor Healing to heal: Blessing of Nethys.

    Reset, draw up to 6.

    Cogsnap wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d8
    Disable +3
    Ranged +1
    CONSTITUTION d6
    INTELLIGENCE d10 +2
    Arcane +1
    Craft +2
    WISDOM d6
    CHARISMA d6

    Powers
    Hand Size 6 ☐7 ☐8
    Proficient with Light Armors Weapons Alchemical
    When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile.
    [X2] During recovery, you may discard Alchemical boons instead of banishing them.
    Add 1d6 to you Ranged Combat check that has the Alchemical trait.
    After you defeat a monster, you may discard ([X1] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.

    Favored Card Type: Item
    Weapon 2 ☐ 3
    Spell 1 [X1] 2
    Armor 1 ☐ 2 ☐ 3
    Item 5 ☐ 6 ☐ 7 ☐ 8
    Ally 3 ☐ 4
    Blessing 3 [X2] 4 ☐ 5

    Hand: Brilliance, Laboratory Coat, Acid Flask, Elixir of Focus, Noxious Bomb, Blessing of the Elements
    Displayed: Alchemist's Kit
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 2 Shirt Reroll Available (2B): No
    Notes: Uses blessings/cards as needed (Useful card's texts below).

    Brilliance:
    Brilliance
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Powers
    Display this card next to a character's deck. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Acid Flask:
    Acid Flask
    Item 0

    Traits
    Liquid
    Alchemical
    Attack
    Acid

    Powers
    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.

    Elixir of Focus:
    Elixir of Focus
    Item 2

    Traits
    Alchemical
    Liquid

    Checks
    Intelligence
    Craft
    8

    Powers
    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.

    Blessing of the Elements:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Alchemist's Kit:
    Alchemist's Kit
    Item 1

    Traits
    Tool
    Alchemical

    Powers
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

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