[PACS] [Gameday VIII] Year of Rotting Ruins [MorkXII]

Game Master MorkXII

Turn Order:
Radillo/WilderRedbeard
Alahazra/magi210
Flenta/Gimry
Quinn/wkover
Valeros/Katlyn99


1 to 50 of 727 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Year of Rotting Ruins

Lastwall is dying, and the Whispering Tyrant has killed it.

A noble nation of paladins and knights, Lastwall was created to watch over the prison of the undead Whispering Tyrant. The notorious lich was locked away 900 years ago in the province of Virlych in neighboring Ustalav. Ever vigilant for the lich’s return, Lastwall also protected civilized lands from orc hordes, roaming undead, and other evils.

Yet in his imprisonment, the Whispering Tyrant planned for his freedom and his revenge. Armed with a devastating superweapon of his own design, the Whispering Tyrant obliterated Lastwall’s capital of Vigil and blasted open his prison. Now, the lich who tyrannized the Inner Sea region a millennium ago has returned. His undead minions and mortal cultists travel freely through Lastwall, slaying its guardians and shattering its castles. Lastwall’s final hope is the white-walled city of Vellumis, a trading port on Lake Encarthan. Lastwall’s remaining bureaucrats organize fleets of evacuees from Vellumis daily, shepherding people out of the dying nation to safer lands.

Yet hard times are times for heroes. The Pathfinder Society, a world-spanning group of treasure hunters and lore seekers, maintains a presence in Lastwall. Few Pathfinders in Vigil survived, and those who did rushed to Vellumis to aid the evacuation efforts and rejoin with Vellumis’s Pathfinders. From Vellumis, the Pathfinders can coordinate rescue efforts in the Lastwall countryside and take the fight against evil into haunted Virlych itself.

Some have given the dying nation of Lastwall a new name: the Gravelands. Yet even in the grim face of death, champions must rise.

DURING THIS ADVENTURE PATH:

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.


  • Adventure 1: City of Sails and Shrouds
    Build the Vault: The vault should contain all level 0 and 1 cards from the Core Set and the Curse of the Crimson Throne Adventure Path.

    6-1A: Powder Keg
    You’ve been enjoying several days of downtime in the city of Vellumis, a prosperous port city on Lake Encarthan. Vellumis is part of Lastwall, but the paladins and crusaders tend to rush north to the front lines. Vellumis is primarily a city of traders, diplomats, and foreign emissaries. It’s a beautiful city, filled with whitewashed buildings, colonnades, and impressive spires. Yet the summer has been unbearably hot. Many of the city’s buildings are now stained with soot from fires, which have been breaking out so frequently that many people doubt they could all be accidental.

    You’re relaxing in the Uscalin Lodge in Vellumis, having completed a minor job for the Pathfinder Society, when the dire news arrives. Vigil has been obliterated! The Whispering Tyrant is free! Details are sparse, but multiple riders from the north all bear the same stories—Vigil is completely devastated, undead monsters roam the countryside, and Lastwall is leaderless.

    Uncertainly begets fear, and fear begets violence. Rioting begins in the streets of Vellumis, and anyone bearing news from the north is interrogated—often forcefully—for details. Accusations fly that the fires have been the work of the Whispering Way, the cult of nihilists and necromancers that serves the Whispering Tyrant. Vigil is gone and Vellumis is likely to be next.

    Someone needs to step in to restore order. The bureaucracy of Vellumis is paralyzed, awaiting orders from the capital that are unlikely to ever come. The city’s few soldiers are working to calm the mobs, but external organizations—such as the Magaambya Academy and the Pathfinder Society—need to lend a hand.

    With local Venture-Captain Shevar Besnik away on business, the ranking Pathfinder at the Uscalin Lodge is Viora Skedrin, a human alchemist of no small skill. Viora has taken it upon herself to dictate how the Pathfinders should help, citing her knowledge of medicine. “Riots are like a disease,” she opines, “and are cured the same way. Target the sites of infection and the body will recover.”

    Viora sends you to the city’s Laborer’s Market, where a charred ruin of a tenement still smolders from a blaze last week. Tensions are high here. The locals feel like no one in the city’s administration will help them, so they must help themselves—and plenty of them are helping themselves to goods in local shops and warehouses.

    LOCATIONS:
    1-Shop
    1-Plaza
    2-Alley
    3-Tenement
    4-Abandoned Shacks
    5-Shrine
    6-Twisting Passages

    SETUP:

  • Shuffle a Proxy B into each location.

    STORY BANES:

  • Danger: Bandit, Collapse, Rescue, Thug
  • Villain: None
  • Closing Henchmen: Rioting Mob-Proxy A

    DURING THIS SCENARIO:

  • When you would encounter a Proxy B, summon and encounter the danger instead. If you defeat it, banish the Proxy B; otherwise, reload the Proxy B into its location.
  • If you fail to defeat a Rioting Mob but every Thug it caused you to summon is defeated, you may attempt to close your location.


  • During This Adventure: Year of Rotting Ruins - Adventure 1: City of Sails and Shrouds
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1A: Powder Keg

  • Harrow Suit: Crowns
  • Danger: Bandit, Collapse, Rescue, Thug
  • Villain: None
  • Closing Henchmen: Rioting Mob-Proxy A
  • When you would encounter a Proxy B, summon and encounter the danger instead. If you defeat it, banish the Proxy B; otherwise, reload the Proxy B into its location.
  • If you fail to defeat a Rioting Mob but every Thug it caused you to summon is defeated, you may attempt to close your location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Dire Badger
    Monster 1

    Traits
    Animal

    Check
    Combat
    11
    OR
    Perception
    Survival
    6

    Powers
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.

    Monster 2
    Spoiler:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

    Powers
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Monster 3
    Spoiler:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Monster 4
    Spoiler:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

    Powers
    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.

    Monster 5
    Spoiler:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

    Check
    Combat
    10+##
    OR
    Intelligence
    Arcane
    7+#

    Powers
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Ambush
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    Wisdom
    Perception
    Stealth
    8+#

    Powers
    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.

    Barrier 2
    Spoiler:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    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.

    Barrier 3
    Spoiler:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

    Powers
    When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
    If undefeated, suffer the scourge Exhausted.
    If defeated, you may examine the top 2 cards of your location.

    Barrier 4
    Spoiler:
    Drowning Mud
    Barrier 1

    Traits
    Obstacle

    Check
    Strength
    Survival
    6
    OR
    Constitution
    Fortitude
    8

    Powers
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.

    Barrier 5
    Spoiler:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

    Powers
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.

    Random Weapons:
    Weapon 1
    Spoiler:
    Keen Rapier
    Weapon 1

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Acrobatics
    Melee
    9

    Powers
    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.

    Weapon 2
    Spoiler:
    Shortbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    Stealth
    5

    Powers
    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.

    Weapon 3
    Spoiler:
    Starknife
    Weapon 0

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    6

    Powers
    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.

    Weapon 4
    Spoiler:
    Deathbane Light Crossbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    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.

    Weapon 5
    Spoiler:
    Cruel Longsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.

    Random Spells:
    Spell 1
    Spoiler:
    Holy Light
    Spell 1

    Traits
    Magic
    Divine
    Attack

    Check
    Wisdom
    Divine
    8

    Powers
    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.

    Spell 2
    Spoiler:
    Detect Evil
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spell 3
    Spoiler:
    Fire Bolt
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    8

    Powers
    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.

    Spell 4
    Spoiler:
    Divine Insight
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spell 5
    Spoiler:
    Lightning Touch
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    4

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Hide Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    Survival
    3

    Powers
    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.

    Armor 2
    Spoiler:
    Armored Coat
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    Display. While displayed:
    • When you discard cards as Combat damage, you may reload 1 of those cards.
    • When you suffer any damage, you may bury to reduce it to 0.

    Armor 3
    Spoiler:
    Magic Spiked Breastplate
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Armor 4
    Spoiler:
    Chain Mail
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Armor 5
    Spoiler:
    Light Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Crowbar
    Item 0

    Traits
    Tool

    Check
    Strength
    Melee
    3

    Powers
    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.

    Item 2
    Spoiler:
    Acid Flask
    Item 0

    Traits
    Liquid
    Alchemical
    Attack
    Acid

    Check
    Intelligence
    Craft
    4

    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.

    Item 3
    Spoiler:
    Boots Of Friendly Terrain
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.

    Item 4
    Spoiler:
    Holy Symbol
    Item 0

    Traits
    Accessory
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

    Powers
    On your Divine non-combat check, reveal to add 1d4.
    Discard to heal a Divine spell.

    Item 5
    Spoiler:
    Gem Of Mental Acuity
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    Random Allies:
    Ally 1
    Spoiler:
    Leech
    Ally 1

    Traits
    Vermin
    Healing

    Check
    Wisdom
    Knowledge
    Survival
    6

    Powers
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Ally 2
    Spoiler:
    Standard Bearer
    Ally 1

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    6

    Powers
    On a local Strength or Constitution check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks against story banes, add 1d4.

    Ally 3
    Spoiler:
    Horse
    Ally 0

    Traits
    Animal
    Mount

    Check
    Wisdom
    Charisma
    Survival
    3

    Powers
    Recharge to move. You may not use this power during an encounter.
    Discard to explore. This exploration, on your first check, add 1d4.

    Ally 4
    Spoiler:
    Guide
    Ally 0

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    5

    Powers
    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.

    Ally 5
    Spoiler:
    Harrower
    Ally 0

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    4
    OR
    Knowledge
    5

    Powers
    Recharge to examine the top 3 cards of any character’s deck and return them in any order.
    Discard to examine the top card of your location, then you may explore.

    Random Blessings:
    Blessing 1
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    If you are at a Wild location, you may discard a card to explore.

    On any check, discard to bless.
    On a Dexterity or Survival check, freely discard to bless.
    Discard to explore.

    Blessing 2
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a spell.

    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.

    Blessing 3
    Spoiler:
    The Empty Throne
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may banish a boon to reroll a die.

    On any check, discard to bless.
    Discard to ignore a bane’s before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.

    Blessing 4
    Spoiler:
    The Courtesan
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.

    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.

    Blessing 5
    Spoiler:
    The Winged Serpent
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your Ranged check is blessed.

    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.

    Turn: 0

    Blessings Remaining: 0
    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Shop
    Traits: Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M:0 Ba:3 W:1 Sp:1 Ar:1 I:2 Al:0 Bl:1 ?:

    Plaza
    Traits: 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:2 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:

    Alley
    Traits: Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M:2 Ba:1 W:1 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:

    Tenement
    Traits: Urban
    At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
    When Closing: Bury a boon.
    When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
    M:1 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:1 ?:

    Abandoned Shacks
    Traits: Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M:3 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:

    Shrine
    Traits: Sacred, Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M:2 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:


  • STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler

    Starting at Plaza.

    Quinn wrote:

    Hand: Masterwork Tools, B of Abadar 2, Raconteur, B of Abadar, Staff of Minor Healing, Double Chicken Saber +1,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Notes: I can bury item to add 1d8+2 vs. local barrier. Sage's Journal buries to add 1d10+3 vs. local bane. BotQ recharges for any NC check.

    Skills and Powers:
    SKILLS

    Strength d6 []+1
    Dexterity d6 []+1 []+2
    Con d6 []+1
    Intelligence d10 [X]+1 []+2 []+3 []+4
    Disable: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 []+1 []+2 []+3 []+4
    Perception: Wisdom +2
    Charisma d6 []+1 []+2 []+3
    Diplomacy: Charisma +2

    Favored Card: Item
    Hand Size 6 [] 7
    Proficient with: Nothing
    Powers:
    For check invoking Finesse, may recharge card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On local check vs. barrier, may bury an item to add Perception.
    At ([X] start or) end of turn, may examine top card of your location.

    Hero Points: 3

    Scarab Sages

    Deck Handler Oracle

    Start at the Shrine

    "

    Alahazra wrote:

    Hand: Cure (Core), Blessing of the Spellbound 3, Holy Light, Chronicler, Blessing of the Spellbound 1, Researcher,
    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Binder's tome adds 1d4 to local combat or charisma checks on reveal. (Adds mental trait)
    Movement: Feel free to use blessings.
    Other: Shirt reroll used

    Skills and Powers:
    SKILLS

    Strength d4 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Divine: Charisma +2
    Knowledge: Intelligence +2
    Fortitude: Constutution +2

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Divine, Light Armor
    POWERS:
    For your combat check, you may discard the top card of your deck to use
    your Divine skill + 2d4 plus that card’s adventure deck number and add
    the Attack, Divine, Fire, and Magic traits. This counts as playing a
    spell. (☐ If the discarded card is a spell, you may recharge it
    instead.)

    When you examine 1 or more cards from a character or location deck, you may examine an additional card.

    During your exploration, when you succeed at a check that invokes the
    Fire (☐ or Attack) trait, you may move after you resolve the encounter.


    Deck Handler

    Start at the Shop and then move to the Abandoned Shacks on my turn.

    Valeros wrote:

    Hand: Blessing of the Gods (1), Earthbreaker (Core), Shock Glaive +1, Standard Bearer (Core), Blessing of the Gods (2),

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Shop
    Hero Points: 2
    NOTES:
    Available Support: Feel free to recharge/reload weapon or armor to add a 1d4 to a local combat check (2 total available).
    Other: I can avenge by discarding. 2 blessings available. Standard Bearer recharges for a d4 on a local Str or Con check.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Crowbar (Core), Master-at-Arms, Surgeon, Staff of Minor Healing (Core), Nine-Ring Sword, Blessing of Abadar, Katana +1, Champion's Do-Maru, Kikko Armor, Shieldsplitter Lance, Chain Mail (Core)
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2
    Melee: Strength +2
    Ranged: Dexterity +1
    Fortitude: Constitution +2
    Diplomacy: Charisma +2

    Favored Card: Sword Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Armor Weapon
    POWERS:
    On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (□ 1d6).
    At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
    You may avenge by discarding (□ or recharging) a card.


    Flenta Deck Handler

    Rumor has it the Whispering Tyrant has awoken. Before we can put him down, though, we need to get this city under control. I'll head to the Abandoned Shack because, well, it's abandoned.

    Flenta wrote:

    Hand: Wakizashi, Staff of Minor Healing (Core), Blessing of the Samurai, Strength, Wolfhide Armor,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 2
    "NOTES:
    Other: Paizo reroll used for scenario CoSaS#1?: N "

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Abadar, Fiery Glare (Core), Shock Glaive +1, Longspear (Core), Cat-o'-Nine-Tails, The Real Rabbit Prince, Conch Shell, Surgeon, Crowbar (Core), Unerring Weapon, Katana +1
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    - Acrobatics: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    - Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Weapons ☐ Armors
    POWERS:
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.


    During This Adventure: Year of Rotting Ruins - Adventure 1: City of Sails and Shrouds
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1A: Powder Keg

  • Harrow Suit: Crowns
  • Danger: Bandit, Collapse, Rescue, Thug
  • Villain: None
  • Closing Henchmen: Rioting Mob-Proxy A
  • When you would encounter a Proxy B, summon and encounter the danger instead. If you defeat it, banish the Proxy B; otherwise, reload the Proxy B into its location.
  • If you fail to defeat a Rioting Mob but every Thug it caused you to summon is defeated, you may attempt to close your location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Demonling
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    8
    OR
    Arcane
    Knowledge
    6

    Powers
    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.

    Monster 2
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Monster 3
    Spoiler:
    Crocodile
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    11

    Powers
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.

    Monster 4
    Spoiler:
    Ratling
    Monster 1

    Traits
    Aberration

    Check
    Combat
    9

    Powers
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.

    Monster 5
    Spoiler:
    Ogre
    Monster 0

    Traits
    Giant
    Ogre
    Veteran

    Check
    Combat
    12+##

    Powers
    Before acting, each local character suffers 1 Combat damage.

    Random Barriers:
    Barrier 1
    Spoiler:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Barrier 2
    Spoiler:
    Spiked Volley
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    9

    Powers
    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.

    Barrier 3
    Spoiler:
    Labyrinth
    Barrier 1

    Traits
    Obstacle
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    Survival
    8+#

    Powers
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.

    Barrier 4
    Spoiler:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

    Powers
    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.

    Barrier 5
    Spoiler:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Returning Starknife
    Weapon 1

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    10

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
    On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Weapon 2
    Spoiler:
    Elven Curve Blade
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Finesse

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 3
    Spoiler:
    Quarterstaff
    Weapon 0

    Traits
    Staff
    Melee
    Bludgeoning
    2-handed

    Check
    Strength
    Melee
    4

    Powers
    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.

    Weapon 4
    Spoiler:
    Dagger
    Weapon 0

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    3

    Powers
    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.

    Weapon 5
    Spoiler:
    Longspear
    Weapon 0

    Traits
    Spear
    Melee
    Piercing
    2-handed

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Random Spells:
    Spell 1
    Spoiler:
    Bloodscent
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    7

    Powers
    On a local Knowledge, Perception, or Survival check, banish to add 1d10.
    If the character succeeds, you may examine the top card of any location.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.

    Spell 2
    Spoiler:
    Remove Disease
    Spell 1

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Banish to remove the scourge Plagued from any number of local characters.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Spell 3
    Spoiler:
    Candlelight
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Spell 4
    Spoiler:
    Acid Arrow
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    4

    Powers
    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.

    Spell 5
    Spoiler:
    Frozen Touch
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    For your combat check, banish to use Arcane or Divine + 2d4.
    When a local character encounters an Undead monster, banish to let them evade it.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Leather Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Armor 2
    Spoiler:
    Chain Mail
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Armor 3
    Spoiler:
    Heavy Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 4
    Spoiler:
    Archer’s Kite Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    5

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 5
    Spoiler:
    Armor Of Insults
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    8

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Caltrops
    Item 0

    Traits
    Object

    Check
    Dexterity
    Disable
    4

    Powers
    When a local character encounters a monster, discard; they evade it.

    Item 2
    Spoiler:
    Acid Flask
    Item 0

    Traits
    Liquid
    Alchemical
    Attack
    Acid

    Check
    Intelligence
    Craft
    4

    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.

    Item 3
    Spoiler:
    Elixir Of Love
    Item 0

    Traits
    Liquid
    Alchemical
    Mental

    Check
    Intelligence
    Craft
    6

    Powers
    On your Diplomacy check to acquire an ally, banish to add 2d10.
    On your Diplomacy check against a bane, banish to add 1d10.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 8 check to recharge this card.

    Item 4
    Spoiler:
    Plague Mask
    Item 0

    Traits
    Accessory

    Check
    Intelligence
    Craft
    4

    Powers
    On your check against a Disease or Poison card, reveal to add 1d4.
    When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.

    Item 5
    Spoiler:
    Bastion Boots
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

    Powers
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.

    Random Allies:
    Ally 1
    Spoiler:
    Acolyte
    Ally 0

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    4

    Powers
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.

    Ally 2
    Spoiler:
    Archer
    Ally 0

    Traits
    Human
    Ranger

    Check
    Charisma
    Diplomacy
    Ranged
    4

    Powers
    On a local Dexterity or Ranged check, recharge to add 1d4.
    Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

    Ally 3
    Spoiler:
    Crow
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    Ally 4
    Spoiler:
    Leech
    Ally 1

    Traits
    Vermin
    Healing

    Check
    Wisdom
    Knowledge
    Survival
    6

    Powers
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Ally 5
    Spoiler:
    Droogami
    Ally 1

    Traits
    Animal
    Owner: Lini

    Check
    Wisdom
    Survival
    6

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessing 2
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; you may encounter it.

    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

    Blessing 3
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On each check, the first blessing played to bless may be played freely.
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Blessing 4
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessing 5
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your non-Attack combat check, add 1.

    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.

    Turn: 1 Radillo/WilderRedbeard

    Top of Blessing Discard Pile: The Paladin - When this is the hour: When another character avenges your encounter, heal 1d4 cards.

    Top Blessing:
    The Paladin
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When another character avenges your encounter, heal 1d4 cards.

    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Alahazra)
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your check, the difficulty is increased by the number of allies in your hand.

    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.

    Blessings Deck Card 2 (Turn 3 Flenta)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your check to acquire is blessed.

    On any check, discard to bless.
    On another character’s check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.

    Blessings Deck Card 3 (Turn 4 Quinn)
    Spoiler:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, you may remove 1 of your scourges.

    On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.

    Blessings Deck Card 4 (Turn 5 Valaros)
    Spoiler:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The difficulty of your non-combat check against a bane is increased by 3.

    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.

    Blessings Deck Card 5 (Turn 6 Radillo)
    Spoiler:
    The Locksmith
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may recharge a card to replace all d4s with d8s.

    On any check, discard to bless.
    On any Acrobatics or Disable check, discard to bless twice.
    Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

    Blessings Deck Card 6 (Turn 7 Alahazra)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    On your check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 7 (Turn 8 Flenta)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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 Deck Card 8 (Turn 9 Quinn)
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, you may recharge a card to add your Intelligence die.

    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 9 (Turn 10 Valaros)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.

    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.

    Blessings Deck Card 10 (Turn 11 Radillo)
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you acquire a boon, bury it.

    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

    Blessings Deck Card 11 (Turn 12 Alahazra)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you heal, you may heal an additional card.

    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.

    Blessings Deck Card 12 (Turn 13 Flenta)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 13 (Turn 14 Quinn)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Outsider card, add 1d4.

    On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Blessings Deck Card 14 (Turn 15 Valaros)
    Spoiler:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

    Blessings Deck Card 15 (Turn 16 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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 Deck Card 16 (Turn 17 Alahazra)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 17 (Turn 18 Flenta)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 18 (Turn 19 Quinn)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 19 (Turn 20 Valaros)
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength or Constitution check, you may recharge a card to reroll.

    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Blessings Deck Card 20 (Turn 21 Radillo)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.

    Blessings Deck Card 21 (Turn 22 Alahazra)
    Spoiler:
    The Carnival
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    All damage is Mental damage that cannot be reduced.

    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.

    Blessings Deck Card 22 (Turn 23 Flenta)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 23 (Turn 24 Quinn)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength check, add 2.

    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

    Blessings Deck Card 24 (Turn 25 Valaros)
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a spell.

    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.

    Blessings Deck Card 25 (Turn 26 Radillo)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 26 (Turn 27 Alahazra)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Blessings Deck Card 27 (Turn 28 Flenta)
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, the difficulty is increased by 3.

    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.

    Blessings Deck Card 28 (Turn 29 Quinn)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 29 (Turn 30 Valaros)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Shop
    Traits: Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M:0 Ba:3 W:1 Sp:1 Ar:1 I:2 Al:0 Bl:1 ?:2
    Located here: Valeros

    Shop Card 1:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    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.

    Shop Card 2:
    Symbol Of Sleep
    Barrier 1

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

    Shop Card 3:
    Codex
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    5

    Powers
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.

    Shop Card 4:
    Shortsword
    Weapon 0

    Traits
    Sword
    Melee
    Piercing
    Finesse

    Check
    Strength
    Stealth
    Melee
    4

    Powers
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.

    Shop Card 5:
    Mob Of Undead
    Barrier 1

    Traits
    Skirmish
    Undead

    Check
    None
    0

    Powers
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

    Shop Card 6:
    Fire Bolt
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    8

    Powers
    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.

    Shop Card 7:
    Full Plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    9

    Powers
    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.

    Shop Card 8:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Shop Card 9:
    The Lost
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would recharge a Magic boon, discard it instead.

    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.

    Shop Card 10:
    Gem Of Mental Acuity
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    Shop Card 11:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Plaza
    Traits: 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:2 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:2
    Located here: Quinn

    Plaza Card 1:
    Flaming Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Fire
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    9

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Plaza Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Plaza Card 3:
    Confusion
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    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.

    Plaza Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Plaza Card 5:
    Cave Lizard
    Monster 0

    Traits
    Animal

    Check
    Combat
    13
    OR
    Perception
    6

    Powers
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.

    Plaza Card 6:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    6+#
    OR
    Knowledge
    Stealth
    8+#

    Powers
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.

    Plaza Card 7:
    Imps And House Drakes
    Barrier 0

    Traits
    Skirmish
    Outsider
    Devil
    Dragon

    Check
    Combat
    10
    OR
    Arcane
    Survival
    6

    Powers
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.

    Plaza Card 8:
    Light Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    3

    Powers
    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 9:
    Gang Enforcer
    Ally 1

    Traits
    Human
    Rogue
    Trigger

    Check
    Charisma
    Diplomacy
    Stealth
    7
    OR
    Banish A Boon
    0

    Powers
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, bury a boon.
    On a local check to acquire, recharge to add 1d4.
    Discard to explore. This exploration, on your combat checks, add 1d4.

    Plaza Card 10:
    Holy Symbol
    Item 0

    Traits
    Accessory
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

    Powers
    On your Divine non-combat check, reveal to add 1d4.
    Discard to heal a Divine spell.

    Plaza Card 11:
    Staff Of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge to heal a local character a card.

    Alley
    Traits: Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M:2 Ba:1 W:1 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:2

    Alley Card 1:
    Razor Snare
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    Survival
    6

    Powers
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Alley Card 2:
    Korvosan Dandy
    Ally 1

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
    Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.

    Alley Card 3:
    Elixir Of Healing
    Item 0

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    4

    Powers
    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.

    Alley Card 4:
    Porcupine
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Fortitude
    Survival
    5

    Powers
    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.

    Alley Card 5:
    Immolate
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    For your combat check, banish to use Arcane or Divine + 2d4.
    On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Alley Card 6:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

    Powers
    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.

    Alley Card 7:
    Deathbane Light Crossbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    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.

    Alley Card 8:
    Zombie
    Monster 0

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9+##

    Powers
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Alley Card 9:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Alley Card 10:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Alley Card 11:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Tenement
    Traits: Urban
    At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
    When Closing: Bury a boon.
    When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
    M:1 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:1 ?:2

    Tenement Card 1:
    Frog
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Fortitude
    Survival
    4

    Powers
    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.

    Tenement Card 2:
    Magic Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Tenement Card 3:
    Harrow Deck
    Item 1

    Traits
    Tool
    Magic
    Gambling
    Harrow
    Mental

    Check
    Wisdom
    Perception
    10

    Powers
    Recharge to examine the top 3 cards of any character’s deck and return them in any order.
    Banish to examine the top 3 cards of any location and return them in any order.

    DURING RECOVERY
    Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.

    Tenement Card 4:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Tenement Card 5:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    You may avenge by discarding a card.

    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Tenement Card 6:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

    Powers
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Tenement Card 7:
    Priest Of Abadar
    Ally 1

    Traits
    Halfling
    Cleric

    Check
    Charisma
    Diplomacy
    6
    OR
    Bury A Boon
    0

    Powers
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against barriers, add 1d4.

    Tenement Card 8:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Tenement Card 9:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

    Powers
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.

    Tenement Card 10:
    Earthbreaker
    Weapon 1

    Traits
    Hammer
    Melee
    Bludgeoning
    2-handed

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Tenement Card 11:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Abandoned Shacks
    Traits: Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M:3 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:2
    Located here: Flenta

    Abandoned Shacks Card 1:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Abandoned Shacks Card 2:
    Spiked Half-plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    8

    Powers
    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.

    Abandoned Shacks Card 3:
    Burning Tar
    Barrier 0

    Traits
    Obstacle
    Fire
    Veteran

    Check
    Dexterity
    Acrobatics
    6+#
    OR
    Constitution
    Craft
    Fortitude
    7+#

    Powers
    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.

    Abandoned Shacks Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Abandoned Shacks Card 5:
    Shadow
    Monster 1

    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, you must first choose blessings.

    Abandoned Shacks Card 6:
    Battleaxe
    Weapon 0

    Traits
    Axe
    Melee
    Slashing

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

    Abandoned Shacks Card 7:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

    Powers
    Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
    If undefeated, bury either a random item from your discards or the top card of your deck.

    Abandoned Shacks Card 8:
    Balmberry
    Item 0

    Traits
    Plant
    Alchemical

    Check
    Wisdom
    Divine
    Survival
    6

    Powers
    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.

    Abandoned Shacks Card 9:
    Door Spike
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Wisdom
    Disable
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    Abandoned Shacks Card 10:
    Thieves’ Tools
    Item 0

    Traits
    Tool

    Check
    Dexterity
    Disable
    4

    Powers
    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.

    Abandoned Shacks Card 11:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

    Powers
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Shrine
    Traits: Sacred, Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M:2 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:2
    Located here: Alahazra

    Shrine Card 1:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    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.

    Shrine Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Shrine Card 3:
    Pit Trap
    Barrier 0

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    6
    OR
    Wisdom
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Shrine Card 4:
    Harrowstrike
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Force
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

    Powers
    Display. While displayed:
    • For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
    • At the end of your turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.

    Shrine Card 5:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Shrine Card 6:
    Gozreh’s Growth
    Blessing 1

    Traits
    Deity: Gozreh
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Animal or Elemental card, add 1d4.

    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.

    Shrine Card 7:
    Boggart
    Monster 1

    Traits
    Fey

    Check
    Knowledge
    Perception
    4
    THEN
    Combat
    10

    Powers
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

    Shrine Card 8:
    The Keep
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard or bury an armor you play, you may recharge it instead.

    On any check, discard to bless.
    On any check against a barrier or to close, discard to bless twice.
    Bury to explore. This exploration, you cannot suffer damage or scourges.

    Shrine Card 9:
    Wolf Pack
    Monster 0

    Traits
    Animal

    Check
    Combat
    11
    OR
    Survival
    6

    Powers
    Before acting, a local character summons and encounters this monster.
    If the check to defeat has the Attack or Ranged trait, you may reroll.

    Shrine Card 10:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

    Powers
    Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
    Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.

    Shrine Card 11:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

    Powers
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.


  • Radillo's Deck Manager

    Start at Shop

    Radillo wrote:

    Hand: Lightning Touch, Binder's Tome, Spellbook, Apprentice, Chronicler, Blessing of the Spellbound,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Shop
    Hero Points: 3
    NOTES:
    Available Support: Binder's Tome reveals to add 1d4 and Mental to all local combat or Charisma checks.
    Other: Dice Re-Roll Used for 6-1A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fox, Fire Snake, Blessing of Pharasma, Toad, Blessing of Abadar, Pyrotechnic Blast, Force Missile, Clinging Venom, Phantom Shield, Augury
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2
    Constitution d4 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Arcane: Intelligence + 3
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d10 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma + 3

    Favored Card: Spell or Ally
    Hand Size: 6 ☐ 7
    Proficiencies:
    Mental
    POWERS:
    When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ( [ ] or an ally), you may put it on top of your deck ( [ X ] or add it to your hand).
    When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
    You automatically succeed at your check to recharge ( [ ] or acquire) a boon that has the Mental trait.


    Radillo's Deck Manager

    The hour of the Paladin (how fitting)
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.

    Radillo is startled awake from a restless sleep. The shrieks of goblins being chased by a Blasted Chicken (?) still ring in her mind. What a strange, vivid dream... she thinks to herself.

    As she heads down from her room at the Uscalin Lodge, the rest of the Pathfinders are buzzing with news from Lastwall and the riots that have erupted in the very city they're staying in, Vellumis. After a short briefing, Radillo is confident she can play a role in calming the tumultuous streets of Vellumis. She heads to a local shop to talk some sense into (and manipulate the minds of) the local looters.

    Free explore of Shop card #1:

    Locked Door:

    Barrier 1
    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    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.


    Discard Blessing of the Spellbound to add a die
    Disable 6+1=7: 2d4 ⇒ (3, 1) = 4 failed
    Requesting Valeros avenge by discarding a card
    Pausing to discuss in Hangouts...

    Radillo peers through the front door of the shop and sees a group of looters carrying goods through the back door. She attempts to enter through the front door but quickly realizes its been locked. She attempts in vain to pick the lock but the combination of a rusty lock and her impossibly poor lock picking skills ensures the lock holds fast.


    Deck Handler

    Out of Turn Update:

    Seeing Radillo struggle with the door, Valeros and their friend lean their shoulders into the door.

    Discarding Standard Bearer to avenge. Recharging Earthbreaker to add a d8.

    Melee 11: 1d10 + 3 + 1d8 ⇒ (7) + 3 + (1) = 11 SUccess. Radillo heals 1d4 cards.

    The door groans and begins to give up slowly to Valeros and their friend. Suddenly with a loud crack, the door gives way. "After you" Valeros says, motioning Radillo forward.

    Valeros wrote:

    Hand: Blessing of the Gods (1), Shock Glaive +1, Blessing of the Gods (2),

    Displayed:
    Deck: 12 Discard: 1 Buried: 0
    Current Location: Shop
    Hero Points: 2
    NOTES:
    Available Support: Feel free to recharge/reload weapon or armor to add a 1d4 to a local combat check (1 total available).
    Other: I can avenge by discarding. 2 blessings available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Chain Mail (Core), Katana +1, Shieldsplitter Lance, Surgeon, Kikko Armor, Nine-Ring Sword, Master-at-Arms, Champion's Do-Maru, Staff of Minor Healing (Core), Blessing of Abadar, Crowbar (Core)
    Recharged: Earthbreaker (Core),
    Discard Pile: Standard Bearer (Core),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2
    Melee: Strength +2
    Ranged: Dexterity +1
    Fortitude: Constitution +2
    Diplomacy: Charisma +2

    Favored Card: Sword Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Armor Weapon
    POWERS:
    On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (□ 1d6).
    At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
    You may avenge by discarding (□ or recharging) a card.


    Radillo's Deck Manager

    Continuing turn.
    Heal Blessing of the Spellbound from discard (per hour power).

    Nodding to Valeros for the extra shoulder, Radillo heads into the shop.

    Discard Apprentice to explore card #2:

    Symbol Of Sleep:

    Barrier 1
    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.


    Reveal Spellbook to add 1d4
    Arcane 8: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (3) = 16 defeated

    Upon opening the door, she recognizes some glyphs cast on the floor as an arcane trap. In fact, she thinks she has the same glyphs transcribed in her notebook. She silently dispels them before sneaking further into the shop.

    Reset hand and end turn

    Radillo wrote:

    Hand: Lightning Touch, Binder's Tome, Spellbook, Fox, Chronicler, Blessing of the Spellbound,

    Displayed:
    Deck: 9 Discard: 1 Buried: 0
    Current Location: Shop
    Hero Points: 3
    NOTES:
    Available Support: Blessing available. Binder's Tome reveals to add 1d4 and Mental to all local combat or Charisma checks. Fox recharges to add 1d4 to any Int/Wis check.
    Other: Dice Re-Roll Used for 6-1A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Pharasma, Force Missile, Blessing of Abadar, Augury, Toad, Phantom Shield, Pyrotechnic Blast, Fire Snake, Clinging Venom
    Recharged:
    Discard Pile: Apprentice,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2
    Constitution d4 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Arcane: Intelligence + 3
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d10 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma + 3

    Favored Card: Spell or Ally
    Hand Size: 6 ☐ 7
    Proficiencies:
    Mental
    POWERS:
    When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ( [ ] or an ally), you may put it on top of your deck ( [ X ] or add it to your hand).
    When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
    You automatically succeed at your check to recharge ( [ ] or acquire) a boon that has the Mental trait.

    Scarab Sages

    Deck Handler Oracle

    Turn 2: The Liar - WHEN THIS IS THE HOUR
    At the start of your check, the difficulty is increased by the number of allies in your hand.

    After the briefing, the oracle heads toward the local temple, hoping to enlist aid from he local priests. Pausing near iconography to the mad god, she murmurs a prayer, hoping for a bit of magical luck on the group's upcoming trial.

    Apparently she's is a bit late, as a small crowd has gathered, seeking information on the collapse of Vigil. A few soothing words and hopeful promises later, and the crowd disperses, returning to their homes to await more information.

    Free Explore: Nethys’s Duality (Divine 4+2+2=8)

    Recharge researcher to add 1d6.

    Divine 8: 1d12 + 3 + 1d6 + 2 ⇒ (9) + 3 + (2) + 2 = 16 -> Blessing added to hand.

    Discard Chronicler to explore again.

    Explore 2: Henchman A (Rioting Mob) (Charisma 8)

    Discard Blessing of the Spellbound 1 to add a die.

    Charisma 8: 1d12 + 1d12 + 1 ⇒ (1) + (9) + 1 = 11 -> Rioting mob defeated.

    Close attempt (Divine 7)

    Divine 7: 1d12 + 3 + 2 ⇒ (11) + 3 + 2 = 16 -> Shrine closed.

    Move to the Plaza.

    End turn, reset hand.

    Alahazra wrote:

    Hand: Cure (Core), Blessing of the Spellbound 3, Holy Light, Blessing of Sivanah, Clockwork Butterfly, Nethys's Duality,
    Displayed:
    Deck: 9 Discard: 2 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Binder's tome adds 1d4 to local combat or charisma checks on reveal. (Adds mental trait)
    Movement: Feel free to use blessings.

    Skills and Powers:
    SKILLS

    Strength d4 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Divine: Charisma +2
    Knowledge: Intelligence +2
    Fortitude: Constutution +2

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Divine, Light Armor
    POWERS:
    For your combat check, you may discard the top card of your deck to use
    your Divine skill + 2d4 plus that card’s adventure deck number and add
    the Attack, Divine, Fire, and Magic traits. This counts as playing a
    spell. (☐ If the discarded card is a spell, you may recharge it
    instead.)

    When you examine 1 or more cards from a character or location deck, you may examine an additional card.

    During your exploration, when you succeed at a check that invokes the
    Fire (☐ or Attack) trait, you may move after you resolve the encounter.


    During This Adventure: Year of Rotting Ruins - Adventure 1: City of Sails and Shrouds
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1A: Powder Keg

  • Harrow Suit: Crowns
  • Danger: Bandit, Collapse, Rescue, Thug
  • Villain: None
  • Closing Henchmen: Rioting Mob-Proxy A
  • When you would encounter a Proxy B, summon and encounter the danger instead. If you defeat it, banish the Proxy B; otherwise, reload the Proxy B into its location.
  • If you fail to defeat a Rioting Mob but every Thug it caused you to summon is defeated, you may attempt to close your location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Ogre
    Monster 0

    Traits
    Giant
    Ogre
    Veteran

    Check
    Combat
    12+##

    Powers
    Before acting, each local character suffers 1 Combat damage.

    Monster 2
    Spoiler:
    Dire Badger
    Monster 1

    Traits
    Animal

    Check
    Combat
    11
    OR
    Perception
    Survival
    6

    Powers
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.

    Monster 3
    Spoiler:
    Boggart
    Monster 1

    Traits
    Fey

    Check
    Knowledge
    Perception
    4
    THEN
    Combat
    10

    Powers
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

    Monster 4
    Spoiler:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    8+##

    Powers
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.

    Monster 5
    Spoiler:
    Reefclaw
    Monster 1

    Traits
    Aberration
    Aquatic

    Check
    Combat
    11

    Powers
    If this monster would be defeated, reroll.

    Random Barriers:
    Barrier 1
    Spoiler:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

    Powers
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

    Barrier 2
    Spoiler:
    Spiked Volley
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    9

    Powers
    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.

    Barrier 3
    Spoiler:
    Ambush
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    Wisdom
    Perception
    Stealth
    8+#

    Powers
    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.

    Barrier 4
    Spoiler:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

    Powers
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.

    Barrier 5
    Spoiler:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Random Weapons:
    Weapon 1
    Spoiler:
    Warhammer
    Weapon 0

    Traits
    Hammer
    Melee
    Bludgeoning

    Check
    Strength
    Melee
    6

    Powers
    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.

    Weapon 2
    Spoiler:
    Cruel Longsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.

    Weapon 3
    Spoiler:
    Sling
    Weapon 0

    Traits
    Sling
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    3

    Powers
    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.

    Weapon 4
    Spoiler:
    Quarterstaff
    Weapon 0

    Traits
    Staff
    Melee
    Bludgeoning
    2-handed

    Check
    Strength
    Melee
    4

    Powers
    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.

    Weapon 5
    Spoiler:
    Elven Curve Blade
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Finesse

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Random Spells:
    Spell 1
    Spoiler:
    Bloodscent
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    7

    Powers
    On a local Knowledge, Perception, or Survival check, banish to add 1d10.
    If the character succeeds, you may examine the top card of any location.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.

    Spell 2
    Spoiler:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    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.

    Spell 3
    Spoiler:
    Holy Light
    Spell 1

    Traits
    Magic
    Divine
    Attack

    Check
    Wisdom
    Divine
    8

    Powers
    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.

    Spell 4
    Spoiler:
    Harrowstrike
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Force
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

    Powers
    Display. While displayed:
    • For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
    • At the end of your turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.

    Spell 5
    Spoiler:
    Phantasmal Minion
    Spell 0

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    4

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Helm
    Armor 0

    Traits
    Heavy Armor
    Helm

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 2
    Spoiler:
    Chain Mail
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Armor 3
    Spoiler:
    Half-plate
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Armor 4
    Spoiler:
    Slick Leather
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • On your check to move, add 1d10.
    • 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.

    Armor 5
    Spoiler:
    Archer’s Kite Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    5

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Random Items:
    Item 1
    Spoiler:
    Magnifying Glass
    Item 0

    Traits
    Tool

    Check
    Intelligence
    Disable
    Perception
    4

    Powers
    On your Disable or Perception non-combat check, reveal to add 1d4.
    Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.

    Item 2
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Item 3
    Spoiler:
    War Drum
    Item 0

    Traits
    Instrument

    Check
    Constitution
    Charisma
    4

    Powers
    On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
    When you defeat a monster, recharge to heal a weapon.

    Item 4
    Spoiler:
    Horn Of Battle Clarity
    Item 0

    Traits
    Instrument
    Magic

    Check
    Charisma
    Melee
    Ranged
    6

    Powers
    On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
    Discard to heal a Hireling or Soldier card.

    Item 5
    Spoiler:
    Blast Stone
    Item 0

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    4

    Powers
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Bound Imp
    Ally 1

    Traits
    Outsider
    Devil

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

    DURING RECOVERY
    If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Ally 2
    Spoiler:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, add 1d4.

    Ally 3
    Spoiler:
    Crow
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    Ally 4
    Spoiler:
    Priest Of Asmodeus
    Ally 1

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    9
    OR
    Arcane
    Divine
    5

    Powers
    On a local check, reveal this card and bury another card to reroll.
    Recharge to explore. This exploration, on your checks, add 1d4.
    After the exploration, bury a card.

    Ally 5
    Spoiler:
    Leech
    Ally 1

    Traits
    Vermin
    Healing

    Check
    Wisdom
    Knowledge
    Survival
    6

    Powers
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you close your location, instead of banishing its cards, shuffle them into a random other location.

    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.

    Blessing 2
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.

    Blessing 3
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your non-combat check against a bane is blessed.

    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

    Blessing 4
    Spoiler:
    The Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a local character fails to acquire a boon, you may bury a card to encounter it.

    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.

    Blessing 5
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard an ally, recharge it instead.

    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.

    Turn: 3 Flenta/Gimry

    Top of Blessing Discard Pile: The Unicorn - When this is the hour: Your check to acquire is blessed.

    Top Blessing:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your check to acquire is blessed.

    On any check, discard to bless.
    On another character’s check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.


    Blessings Remaining: 27
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 4 Quinn)
    Spoiler:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, you may remove 1 of your scourges.

    On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.

    Blessings Deck Card 2 (Turn 5 Valaros)
    Spoiler:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The difficulty of your non-combat check against a bane is increased by 3.

    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.

    Blessings Deck Card 3 (Turn 6 Radillo)
    Spoiler:
    The Locksmith
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may recharge a card to replace all d4s with d8s.

    On any check, discard to bless.
    On any Acrobatics or Disable check, discard to bless twice.
    Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

    Blessings Deck Card 4 (Turn 7 Alahazra)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    On your check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 5 (Turn 8 Flenta)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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 Deck Card 6 (Turn 9 Quinn)
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, you may recharge a card to add your Intelligence die.

    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 7 (Turn 10 Valaros)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.

    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.

    Blessings Deck Card 8 (Turn 11 Radillo)
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you acquire a boon, bury it.

    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

    Blessings Deck Card 9 (Turn 12 Alahazra)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you heal, you may heal an additional card.

    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.

    Blessings Deck Card 10 (Turn 13 Flenta)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 11 (Turn 14 Quinn)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Outsider card, add 1d4.

    On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Blessings Deck Card 12 (Turn 15 Valaros)
    Spoiler:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

    Blessings Deck Card 13 (Turn 16 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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 Deck Card 14 (Turn 17 Alahazra)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 15 (Turn 18 Flenta)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 16 (Turn 19 Quinn)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 17 (Turn 20 Valaros)
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength or Constitution check, you may recharge a card to reroll.

    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Blessings Deck Card 18 (Turn 21 Radillo)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.

    Blessings Deck Card 19 (Turn 22 Alahazra)
    Spoiler:
    The Carnival
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    All damage is Mental damage that cannot be reduced.

    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.

    Blessings Deck Card 20 (Turn 23 Flenta)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 21 (Turn 24 Quinn)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength check, add 2.

    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

    Blessings Deck Card 22 (Turn 25 Valaros)
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a spell.

    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.

    Blessings Deck Card 23 (Turn 26 Radillo)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 24 (Turn 27 Alahazra)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Blessings Deck Card 25 (Turn 28 Flenta)
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, the difficulty is increased by 3.

    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.

    Blessings Deck Card 26 (Turn 29 Quinn)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 27 (Turn 30 Valaros)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Shop
    Traits: Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M:0 Ba:1 W:1 Sp:1 Ar:1 I:2 Al:0 Bl:1 ?:2
    Located here: Valeros, Radillo

    Shop Card 1:
    Codex
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    5

    Powers
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.

    Shop Card 2:
    Shortsword
    Weapon 0

    Traits
    Sword
    Melee
    Piercing
    Finesse

    Check
    Strength
    Stealth
    Melee
    4

    Powers
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.

    Shop Card 3:
    Mob Of Undead
    Barrier 1

    Traits
    Skirmish
    Undead

    Check
    None
    0

    Powers
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

    Shop Card 4:
    Fire Bolt
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    8

    Powers
    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.

    Shop Card 5:
    Full Plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    9

    Powers
    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.

    Shop Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Shop Card 7:
    The Lost
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would recharge a Magic boon, discard it instead.

    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.

    Shop Card 8:
    Gem Of Mental Acuity
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    Shop Card 9:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Plaza
    Traits: 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:2 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:2
    Located here: Quinn, Alahazra

    Plaza Card 1:
    Flaming Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Fire
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    9

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Plaza Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Plaza Card 3:
    Confusion
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    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.

    Plaza Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Plaza Card 5:
    Cave Lizard
    Monster 0

    Traits
    Animal

    Check
    Combat
    13
    OR
    Perception
    6

    Powers
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.

    Plaza Card 6:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    6+#
    OR
    Knowledge
    Stealth
    8+#

    Powers
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.

    Plaza Card 7:
    Imps And House Drakes
    Barrier 0

    Traits
    Skirmish
    Outsider
    Devil
    Dragon

    Check
    Combat
    10
    OR
    Arcane
    Survival
    6

    Powers
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.

    Plaza Card 8:
    Light Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    3

    Powers
    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 9:
    Gang Enforcer
    Ally 1

    Traits
    Human
    Rogue
    Trigger

    Check
    Charisma
    Diplomacy
    Stealth
    7
    OR
    Banish A Boon
    0

    Powers
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, bury a boon.
    On a local check to acquire, recharge to add 1d4.
    Discard to explore. This exploration, on your combat checks, add 1d4.

    Plaza Card 10:
    Holy Symbol
    Item 0

    Traits
    Accessory
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

    Powers
    On your Divine non-combat check, reveal to add 1d4.
    Discard to heal a Divine spell.

    Plaza Card 11:
    Staff Of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge to heal a local character a card.

    Alley
    Traits: Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M:2 Ba:1 W:1 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:2

    Alley Card 1:
    Razor Snare
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    Survival
    6

    Powers
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Alley Card 2:
    Korvosan Dandy
    Ally 1

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
    Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.

    Alley Card 3:
    Elixir Of Healing
    Item 0

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    4

    Powers
    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.

    Alley Card 4:
    Porcupine
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Fortitude
    Survival
    5

    Powers
    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.

    Alley Card 5:
    Immolate
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    For your combat check, banish to use Arcane or Divine + 2d4.
    On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Alley Card 6:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

    Powers
    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.

    Alley Card 7:
    Deathbane Light Crossbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    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.

    Alley Card 8:
    Zombie
    Monster 0

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9+##

    Powers
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Alley Card 9:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Alley Card 10:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Alley Card 11:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Tenement
    Traits: Urban
    At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
    When Closing: Bury a boon.
    When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
    M:1 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:1 ?:2

    Tenement Card 1:
    Frog
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Fortitude
    Survival
    4

    Powers
    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.

    Tenement Card 2:
    Magic Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Tenement Card 3:
    Harrow Deck
    Item 1

    Traits
    Tool
    Magic
    Gambling
    Harrow
    Mental

    Check
    Wisdom
    Perception
    10

    Powers
    Recharge to examine the top 3 cards of any character’s deck and return them in any order.
    Banish to examine the top 3 cards of any location and return them in any order.

    DURING RECOVERY
    Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.

    Tenement Card 4:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Tenement Card 5:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    You may avenge by discarding a card.

    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Tenement Card 6:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

    Powers
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Tenement Card 7:
    Priest Of Abadar
    Ally 1

    Traits
    Halfling
    Cleric

    Check
    Charisma
    Diplomacy
    6
    OR
    Bury A Boon
    0

    Powers
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against barriers, add 1d4.

    Tenement Card 8:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Tenement Card 9:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

    Powers
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.

    Tenement Card 10:
    Earthbreaker
    Weapon 1

    Traits
    Hammer
    Melee
    Bludgeoning
    2-handed

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Tenement Card 11:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Abandoned Shacks
    Traits: Urban
    At This Location: Characters may not play allies.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character moves to a random other location.
    M:3 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:2
    Located here: Flenta

    Abandoned Shacks Card 1:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Abandoned Shacks Card 2:
    Spiked Half-plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    8

    Powers
    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.

    Abandoned Shacks Card 3:
    Burning Tar
    Barrier 0

    Traits
    Obstacle
    Fire
    Veteran

    Check
    Dexterity
    Acrobatics
    6+#
    OR
    Constitution
    Craft
    Fortitude
    7+#

    Powers
    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.

    Abandoned Shacks Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Abandoned Shacks Card 5:
    Shadow
    Monster 1

    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, you must first choose blessings.

    Abandoned Shacks Card 6:
    Battleaxe
    Weapon 0

    Traits
    Axe
    Melee
    Slashing

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

    Abandoned Shacks Card 7:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

    Powers
    Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
    If undefeated, bury either a random item from your discards or the top card of your deck.

    Abandoned Shacks Card 8:
    Balmberry
    Item 0

    Traits
    Plant
    Alchemical

    Check
    Wisdom
    Divine
    Survival
    6

    Powers
    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.

    Abandoned Shacks Card 9:
    Door Spike
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Wisdom
    Disable
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    Abandoned Shacks Card 10:
    Thieves’ Tools
    Item 0

    Traits
    Tool

    Check
    Dexterity
    Disable
    4

    Powers
    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.

    Abandoned Shacks Card 11:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

    Powers
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Shrine
    Traits: Sacred, Urban
    At This Location: On your Divine checks, add 2.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may draw a new blessing.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0

  • Scarab Sages

    Deck Handler Oracle

    Hand update, forgot to draw blessing from box when closing Shrine.

    Alahazra wrote:

    Hand: Cure (Core), Blessing of the Spellbound 3, Holy Light, Blessing of Sivanah, Incitation, Nethys's Duality,
    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Binder's tome adds 1d4 to local combat or charisma checks on reveal. (Adds mental trait)
    Movement: Feel free to use blessings.

    Skills and Powers:
    SKILLS

    Strength d4 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Divine: Charisma +2
    Knowledge: Intelligence +2
    Fortitude: Constutution +2

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Divine, Light Armor
    POWERS:
    For your combat check, you may discard the top card of your deck to use
    your Divine skill + 2d4 plus that card’s adventure deck number and add
    the Attack, Divine, Fire, and Magic traits. This counts as playing a
    spell. (☐ If the discarded card is a spell, you may recharge it
    instead.)

    When you examine 1 or more cards from a character or location deck, you may examine an additional card.

    During your exploration, when you succeed at a check that invokes the
    Fire (☐ or Attack) trait, you may move after you resolve the encounter.


    Flenta Deck Handler

    Sensing something isn't right on the outskirts of town, I head out the Abandoned Shack. As I arrive, I see a mob rioting outside of the shack.

    Henchman Proxy A:

    Proxy 0
    Traits

    Check
    None
    0

    Powers

    Spoiler:
    Rioting Mob
    Story Bane Barrier 0

    Traits
    Skirmish
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

    Powers
    If undefeated, each character summons and encounters the story bane Thug.

    Climbing onto a table in the middle of the shack, I beg for calm amongst the rioters.

    Discard Blessing of the Samurai to bless check.
    Cha 7: 2d6 ⇒ (6, 6) = 12
    Luckily, my words seem to get through to the crowd and they begin to head back to their homes.

    Danger: 1d4 ⇒ 2

    "

    Collapse:
    Collapse
    Story Bane Barrier 0

    Traits
    Obstacle
    Veteran

    Check
    Dexterity
    Wisdom
    8+#
    OR
    Acrobatics
    Perception
    6+#

    Powers
    If undefeated, suffer 1d4 Combat damage, then succeed at a Strength 5+# check or suffer the scourge Entangled.

    "

    However, out of the corner of my eye, I notice one of the mobsters trigger the roof to collapse.

    Discard Wolf Hide Armor to use d10 for my Dex check
    Acrobatics 7: 1d10 + 2 ⇒ (6) + 2 = 8

    Luckily, I am able to dodge out of the way, but the shack now lies in ruins.

    Random Location: 1d6 ⇒ 1
    Move to Shop

    "Who would have done that to me! I think as I scan the horizon looking for the suspect. I must tell Valeros about this immediately!

    Use Staff of Healing

    Flenta wrote:

    Hand: Wakizashi, Conch Shell, Longspear (Core), Strength, Wolfhide Armor,

    Displayed:
    Deck: 10 Discard: 1 Buried: 0
    Hero Points: 2
    "NOTES:
    Other: Paizo reroll used for scenario CoSaS#1?: N "

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Abadar, Crowbar (Core), The Real Rabbit Prince, Fiery Glare (Core), Katana +1, Surgeon, Unerring Weapon, Shock Glaive +1, Staff of Minor Healing (Core), Cat-o'-Nine-Tails
    Recharged:
    Discard Pile: Blessing of the Samurai,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    - Acrobatics: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    - Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Weapons ☐ Armors
    POWERS:
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.


    STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler

    The Big Sky
    WHEN THIS IS THE HOUR
    At the start of your turn, you may remove 1 of your scourges.

    At the start of the previous adventure, there had been rumors of a turncoat. Those whispered warnings turned out to be completely false. In every instance, Quinn's companions had acted true and in the party's best interests.

    Time to turn deductive efforts to other matters. Like amphibians.

    SOT examine @ Plaza: Flaming Shortbow. Move to Tenement and explore, encounter Frog.

    Wis 4 to acquire: 1d8 ⇒ 4 - Frog acquired

    The investigator reads up on toads and sets out a plate of flies to lure one into the open. He befriends a frog instead, but that'll do.

    Frog discarded to explore again, encounter Magic Chain Shirt. Auto-fail to acquire, armor is banished. Discard Raconteur to explore again, encounter Harrow Deck.

    Per 10 to acquire: 1d8 + 2 ⇒ (7) + 2 = 9 - failed, banished

    To celebrate, Quinn takes his new ally on a tour of a local market. He passes magic tricks and armorwear, intent on other things.

    Recharge Staff of Healing to heal card: Frog. EOT examine @ Tenement: Henchman Proxy A!

    Quinn wrote:

    Hand: Masterwork Tools, B of Abadar 2, Spyglass, B of Abadar, Burglar's Buckler, Double Chicken Saber +1,

    Displayed:
    Deck: 10 Discard: 1 Buried: 0
    Notes: Buried items add 1d8+2 vs. a local barrier. Sage's Journal adds 1d10+3 vs. local bane.

    Skills and Powers:
    SKILLS

    Strength d6 []+1
    Dexterity d6 []+1 []+2
    Con d6 []+1
    Intelligence d10 [X]+1 []+2 []+3 []+4
    Disable: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 []+1 []+2 []+3 []+4
    Perception: Wisdom +2
    Charisma d6 []+1 []+2 []+3
    Diplomacy: Charisma +2

    Favored Card: Item
    Hand Size 6 [] 7
    Proficient with: Nothing
    Powers:
    For check invoking Finesse, may recharge card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On local check vs. barrier, may bury an item to add Perception.
    At ([X] start or) end of turn, may examine top card of your location.

    Hero Points: 3

    Top card of Plaza (card 1) is Flaming Shortbow. Top card of Tenement (card 4) is henchman proxy A.


    Deck Handler

    ========================
    Valeros doesn't remember much from the briefing, just Yada yada yada smack some people around. So they decide to follow Radillo. After helping Radillo with the door, Valeros looks around. They toss a useless book carelessly over their shoulder. In a corner they spot a short sword. Much more useful. They happily take the sword. Whistling, they continue to look around.
    ===================================

    Hourglass Discard: The Cyclone
    WHEN THIS IS THE HOUR: The difficulty of your non-combat check against a bane is increased by 3.

    Explore 1: Codex

    Auto fail

    Discard BotG to explore

    Explore 2: Shortsword

    Auto succeed

    Valeros wrote:

    Hand: Shortsword, Nine-Ring Sword, Shock Glaive +1, Blessing of Abadar, Blessing of the Gods (2),

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Current Location: Shop
    Hero Points: 2 // Valeros has the following scourges marked:
    Entangled:
    While Marked:
    You cannot evade or move.

    When your location is closed, remove this scourge.


    NOTES:
    Available Support: Feel free to recharge/reload weapon or armor to add a 1d4 to a local combat check (3 total available).
    Other: I can avenge by discarding. 2 blessings available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Minor Healing (Core), Kikko Armor, Champion's Do-Maru, Surgeon, Katana +1, Chain Mail (Core), Master-at-Arms, Shieldsplitter Lance, Crowbar (Core)
    Recharged: Earthbreaker (Core),
    Discard Pile: Standard Bearer (Core), Blessing of the Gods (1),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2
    Melee: Strength +2
    Ranged: Dexterity +1
    Fortitude: Constitution +2
    Diplomacy: Charisma +2

    Favored Card: Sword Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Armor Weapon
    POWERS:
    On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (□ 1d6).
    At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
    You may avenge by discarding (□ or recharging) a card.


    During This Adventure: Year of Rotting Ruins - Adventure 1: City of Sails and Shrouds
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1A: Powder Keg

  • Harrow Suit: Crowns
  • Danger: Bandit, Collapse, Rescue, Thug
  • Villain: None
  • Closing Henchmen: Rioting Mob-Proxy A
  • When you would encounter a Proxy B, summon and encounter the danger instead. If you defeat it, banish the Proxy B; otherwise, reload the Proxy B into its location.
  • If you fail to defeat a Rioting Mob but every Thug it caused you to summon is defeated, you may attempt to close your location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Bloodbug
    Monster 0

    Traits
    Animal

    Check
    Combat
    11

    Powers
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

    Monster 2
    Spoiler:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

    Powers
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Monster 3
    Spoiler:
    Spider Swarm
    Monster 1

    Traits
    Vermin
    Swarm

    Check
    Combat
    10

    Powers
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.

    Monster 4
    Spoiler:
    Hell Hound
    Monster 1

    Traits
    Outsider

    Check
    Combat
    10

    Powers
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Monster 5
    Spoiler:
    Demonling
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    8
    OR
    Arcane
    Knowledge
    6

    Powers
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Lost Local
    Barrier 0

    Traits
    Task

    Check
    Charisma
    Diplomacy
    5
    OR
    Survival
    7

    Powers
    If undefeated, suffer the scourge Dazed and end your turn.

    Barrier 2
    Spoiler:
    Concealed Hatch
    Barrier 1

    Traits
    Lock

    Check
    Strength
    5
    OR
    Disable
    3

    Powers
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.

    Barrier 3
    Spoiler:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

    Powers
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.

    Barrier 4
    Spoiler:
    Labyrinth
    Barrier 1

    Traits
    Obstacle
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    Survival
    8+#

    Powers
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.

    Barrier 5
    Spoiler:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

    Powers
    When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
    If undefeated, suffer the scourge Exhausted.
    If defeated, you may examine the top 2 cards of your location.

    Random Weapons:
    Weapon 1
    Spoiler:
    Throwing Axe
    Weapon 0

    Traits
    Axe
    Melee
    Ranged
    Slashing

    Check
    Strength
    Dexterity
    Melee
    Ranged
    6

    Powers
    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.

    Weapon 2
    Spoiler:
    Returning Throwing Axe
    Weapon 1

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    10

    Powers
    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.

    Weapon 3
    Spoiler:
    Quarterstaff Of Vaulting
    Weapon 1

    Traits
    Staff
    Melee
    Bludgeoning
    2-handed
    Magic

    Check
    Strength
    Melee
    8
    OR
    Acrobatics
    6

    Powers
    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.

    Weapon 4
    Spoiler:
    Bolas
    Weapon 0

    Traits
    Chain
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    5

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.

    Weapon 5
    Spoiler:
    Mace
    Weapon 0

    Traits
    Mace
    Melee
    Bludgeoning

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.

    Random Spells:
    Spell 1
    Spoiler:
    Divine Insight
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spell 2
    Spoiler:
    Frozen Touch
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    For your combat check, banish to use Arcane or Divine + 2d4.
    When a local character encounters an Undead monster, banish to let them evade it.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Spell 3
    Spoiler:
    Detect Evil
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spell 4
    Spoiler:
    Bloodscent
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    7

    Powers
    On a local Knowledge, Perception, or Survival check, banish to add 1d10.
    If the character succeeds, you may examine the top card of any location.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.

    Spell 5
    Spoiler:
    Viper Strike
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Chain Shirt
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 2
    Spoiler:
    Studded Leather Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    4

    Powers
    Display. While displayed:
    • When you discard cards as Combat damage, you may reload 1 of those cards.
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 1.

    Armor 3
    Spoiler:
    Magic Spiked Breastplate
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Armor 4
    Spoiler:
    Quilted Cloth Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 1.
    • When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.

    Armor 5
    Spoiler:
    Half-plate
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Spiked Gauntlet
    Item 0

    Traits
    Accessory
    Piercing

    Check
    Strength
    Melee
    4

    Powers
    On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.

    Item 2
    Spoiler:
    Magnifying Glass
    Item 0

    Traits
    Tool

    Check
    Intelligence
    Disable
    Perception
    4

    Powers
    On your Disable or Perception non-combat check, reveal to add 1d4.
    Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.

    Item 3
    Spoiler:
    Thieves’ Tools
    Item 0

    Traits
    Tool

    Check
    Dexterity
    Disable
    4

    Powers
    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.

    Item 4
    Spoiler:
    Bracers Of Protection
    Item 0

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    5

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.

    Item 5
    Spoiler:
    Elixir Of Love
    Item 0

    Traits
    Liquid
    Alchemical
    Mental

    Check
    Intelligence
    Craft
    6

    Powers
    On your Diplomacy check to acquire an ally, banish to add 2d10.
    On your Diplomacy check against a bane, banish to add 1d10.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 8 check to recharge this card.

    Random Allies:
    Ally 1
    Spoiler:
    Lookout
    Ally 0

    Traits
    Elf
    Hireling

    Check
    Charisma
    Diplomacy
    Perception
    5

    Powers
    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.

    Ally 2
    Spoiler:
    Harrowed Society Student
    Ally 0

    Traits
    Human
    Arcanist
    Harrow

    Check
    Charisma
    Diplomacy
    6

    Powers
    On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
    Discard to explore.

    Ally 3
    Spoiler:
    Dog
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    3

    Powers
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    Ally 4
    Spoiler:
    Bound Imp
    Ally 1

    Traits
    Outsider
    Devil

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

    DURING RECOVERY
    If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Ally 5
    Spoiler:
    Card Caster
    Ally 0

    Traits
    Human
    Magus
    Harrow

    Check
    Intelligence
    Knowledge
    5
    OR
    Charisma
    Diplomacy
    7

    Powers
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your Knowledge check is blessed.

    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

    Blessing 2
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On each check, the first blessing played to bless may be played freely.
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Blessing 3
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may discard a card to reroll 1 die showing 1 or 2.

    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.

    Blessing 4
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessing 5
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On each check, the first blessing played to bless may be played freely.
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Turn: 6 Radillo/WilderRedbeard

    Top of Blessing Discard Pile: The Locksmith - When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.

    Top Blessing:
    The Locksmith
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may recharge a card to replace all d4s with d8s.

    On any check, discard to bless.
    On any Acrobatics or Disable check, discard to bless twice.
    Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.


    Blessings Remaining: 24
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 7 Alahazra)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    On your check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 2 (Turn 8 Flenta)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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 Deck Card 3 (Turn 9 Quinn)
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, you may recharge a card to add your Intelligence die.

    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 4 (Turn 10 Valaros)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.

    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.

    Blessings Deck Card 5 (Turn 11 Radillo)
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you acquire a boon, bury it.

    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

    Blessings Deck Card 6 (Turn 12 Alahazra)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you heal, you may heal an additional card.

    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.

    Blessings Deck Card 7 (Turn 13 Flenta)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 8 (Turn 14 Quinn)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Outsider card, add 1d4.

    On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Blessings Deck Card 9 (Turn 15 Valaros)
    Spoiler:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

    Blessings Deck Card 10 (Turn 16 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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 Deck Card 11 (Turn 17 Alahazra)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 12 (Turn 18 Flenta)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 13 (Turn 19 Quinn)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 14 (Turn 20 Valaros)
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength or Constitution check, you may recharge a card to reroll.

    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Blessings Deck Card 15 (Turn 21 Radillo)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.

    Blessings Deck Card 16 (Turn 22 Alahazra)
    Spoiler:
    The Carnival
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    All damage is Mental damage that cannot be reduced.

    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.

    Blessings Deck Card 17 (Turn 23 Flenta)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 18 (Turn 24 Quinn)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength check, add 2.

    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

    Blessings Deck Card 19 (Turn 25 Valaros)
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a spell.

    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.

    Blessings Deck Card 20 (Turn 26 Radillo)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 21 (Turn 27 Alahazra)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Blessings Deck Card 22 (Turn 28 Flenta)
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, the difficulty is increased by 3.

    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.

    Blessings Deck Card 23 (Turn 29 Quinn)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 24 (Turn 30 Valaros)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Shop
    Traits: Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M:0 Ba:1 W:0 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:2
    Located here: Valeros, Radillo. Flenta

    Shop Card 1:
    Mob Of Undead
    Barrier 1

    Traits
    Skirmish
    Undead

    Check
    None
    0

    Powers
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

    Shop Card 2:
    Fire Bolt
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    8

    Powers
    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.

    Shop Card 3:
    Full Plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    9

    Powers
    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.

    Shop Card 4:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Shop Card 5:
    The Lost
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would recharge a Magic boon, discard it instead.

    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.

    Shop Card 6:
    Gem Of Mental Acuity
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    Shop Card 7:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Plaza
    Traits: 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:2 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:2
    Located here: Alahazra

    Plaza Card 1 - Flaming Shortbow:
    Flaming Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Fire
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    9

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Plaza Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Plaza Card 3:
    Confusion
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    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.

    Plaza Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Plaza Card 5:
    Cave Lizard
    Monster 0

    Traits
    Animal

    Check
    Combat
    13
    OR
    Perception
    6

    Powers
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.

    Plaza Card 6:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    6+#
    OR
    Knowledge
    Stealth
    8+#

    Powers
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.

    Plaza Card 7:
    Imps And House Drakes
    Barrier 0

    Traits
    Skirmish
    Outsider
    Devil
    Dragon

    Check
    Combat
    10
    OR
    Arcane
    Survival
    6

    Powers
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.

    Plaza Card 8:
    Light Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    3

    Powers
    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 9:
    Gang Enforcer
    Ally 1

    Traits
    Human
    Rogue
    Trigger

    Check
    Charisma
    Diplomacy
    Stealth
    7
    OR
    Banish A Boon
    0

    Powers
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, bury a boon.
    On a local check to acquire, recharge to add 1d4.
    Discard to explore. This exploration, on your combat checks, add 1d4.

    Plaza Card 10:
    Holy Symbol
    Item 0

    Traits
    Accessory
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

    Powers
    On your Divine non-combat check, reveal to add 1d4.
    Discard to heal a Divine spell.

    Plaza Card 11:
    Staff Of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge to heal a local character a card.

    Alley
    Traits: Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M:2 Ba:1 W:1 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:2

    Alley Card 1:
    Razor Snare
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    Survival
    6

    Powers
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Alley Card 2:
    Korvosan Dandy
    Ally 1

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
    Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.

    Alley Card 3:
    Elixir Of Healing
    Item 0

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    4

    Powers
    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.

    Alley Card 4:
    Porcupine
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Fortitude
    Survival
    5

    Powers
    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.

    Alley Card 5:
    Immolate
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    For your combat check, banish to use Arcane or Divine + 2d4.
    On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Alley Card 6:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

    Powers
    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.

    Alley Card 7:
    Deathbane Light Crossbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    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.

    Alley Card 8:
    Zombie
    Monster 0

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9+##

    Powers
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Alley Card 9:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Alley Card 10:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Alley Card 11:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Tenement
    Traits: Urban
    At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
    When Closing: Bury a boon.
    When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
    M:1 Ba:2 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:2
    Located here: Quinn,

    Tenement Card 1 - Henchman Proxy A:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Tenement Card 2:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    You may avenge by discarding a card.

    On any check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Tenement Card 3:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

    Powers
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Tenement Card 4:
    Priest Of Abadar
    Ally 1

    Traits
    Halfling
    Cleric

    Check
    Charisma
    Diplomacy
    6
    OR
    Bury A Boon
    0

    Powers
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against barriers, add 1d4.

    Tenement Card 5:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Tenement Card 6:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

    Powers
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.

    Tenement Card 7:
    Earthbreaker
    Weapon 1

    Traits
    Hammer
    Melee
    Bludgeoning
    2-handed

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Tenement Card 8:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Abandoned Shacks
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Shrine
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed


  • Radillo's Deck Manager

    The hour of the Locksmith
    When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
    Remain at Shop (entangled)

    Radillo is surprised how casual Valeros is despite the uproar in the city. She attempts to borrow some confidence from the brazen fighter and saunters into the shop.

    Free explore of card #1:

    Mob Of Undead:

    Barrier 1
    Traits
    Skirmish
    Undead

    Check
    None
    0

    Powers
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.


    Undead story banes: 1-Ancient Skeleton, 2-Plague Zombie, 3-Zombie Minion
    Random Undead Story Bane: 1d3 ⇒ 1

    Ancient Skeleton:
    Ancient Skeleton
    Story Bane Monster 1

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    11+##

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


    BA - recharge Blessing of the Spellbound
    Place Lightning Touch in recovery to use Arcane skill, reveal Binder's Tome to add 1d4 to combat check
    Combat 11+2=13: 1d10 + 5 + 3d4 ⇒ (8) + 5 + (2, 2, 3) = 20 defeated
    Alahazra and Quinn need to summon and defeat a random Undead story bane in order to defeat Mob of Undead.

    The once-empty store suddenly fills with undead creatures. It seems the whole city has been swarmed by them. Radillo fries one with a lightning touch while the group at the shop hacks their way through the mob.

    Pausing for Mob of Undead checks.

    Scarab Sages

    Deck Handler Oracle

    Undead mob: Ancient skeleton (combat 12)

    Play holy light.

    Combat 13: 1d12 + 2d12 + 3 ⇒ (2) + (11, 8) + 3 = 24

    Skeleton defeated.

    Recharge Holy light Divine 10: 1d12 + 3 ⇒ (4) + 3 = 7

    Discard Holy light.


    STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler

    On Radillo's turn, fighting Ancient Skeleton. BYA, reveal buckler to prevent combat damage.

    Combat 13 w/ recharged abadar 2 (for power): 1d10 + 1d8 + 4 + 1 ⇒ (3) + (7) + 4 + 1 = 15

    skeleton defeated

    Quinn wrote:

    Hand: Masterwork Tools, Spyglass, B of Abadar, Burglar's Buckler, Double Chicken Saber +1,

    Displayed:
    Deck: 11 Discard: 1 Buried: 0
    Notes: Buried items add 1d8+2 vs. local barrier. Sage's Journal adds 1d10+3 vs. local bane.

    Skills and Powers:
    SKILLS

    Strength d6 []+1
    Dexterity d6 []+1 []+2
    Con d6 []+1
    Intelligence d10 [X]+1 []+2 []+3 []+4
    Disable: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 []+1 []+2 []+3 []+4
    Perception: Wisdom +2
    Charisma d6 []+1 []+2 []+3
    Diplomacy: Charisma +2

    Favored Card: Item
    Hand Size 6 [] 7
    Proficient with: Nothing
    Powers:
    For check invoking Finesse, may recharge card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On local check vs. barrier, may bury an item to add Perception.
    At ([X] start or) end of turn, may examine top card of your location.

    Hero Points: 3


    Radillo's Deck Manager

    Resuming turn.
    Undead Mob defeated and banished.
    Discard Fox to explore card #2:

    Fire Bolt:

    Spell 1
    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    8

    Powers
    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.


    Reveal Spellbook to add 1d4
    Arcane 8: 1d10 + 5 + 1d4 ⇒ (1) + 5 + (1) = 7 Use Paizo re-roll on d10
    Arcane 8: 1d10 + 5 + 1 ⇒ (2) + 5 + 1 = 8 acquired

    End turn. Auto-succeed at Arcane 6 check to recover Lightning Bolt revealing Spellbook (1d10+5+1d4)
    Reset hand.

    Radillo wrote:

    Hand: Phantom Shield, Binder's Tome, Spellbook, Chronicler, Blessing of Abadar, Fire Bolt (acquired),

    Displayed:
    Deck: 9 Discard: 2 Buried: 0
    Current Location: Shop
    Hero Points: 3 // Radillo has the following scourges marked:
    Entangled:
    While Marked:
    You cannot evade or move.

    When your location is closed, remove this scourge.


    NOTES:
    Available Support: Blessing available. Binder's Tome reveals to add 1d4 and Mental to all local combat or Charisma checks. Phantom Shield can be displayed to reduce all damage by 1 for a local character's turn.
    Other: Dice Re-Roll Used for 6-1A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Pyrotechnic Blast, Blessing of Pharasma, Clinging Venom, Augury, Force Missile, Fire Snake, Toad
    Recharged: Blessing of the Spellbound, Lightning Touch,
    Discard Pile: Apprentice, Fox,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2
    Constitution d4 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Arcane: Intelligence + 3
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d10 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma + 3

    Favored Card: Spell or Ally
    Hand Size: 6 ☐ 7
    Proficiencies:
    Mental
    POWERS:
    When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ( [ ] or an ally), you may put it on top of your deck ( [ X ] or add it to your hand).
    When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
    You automatically succeed at your check to recharge ( [ ] or acquire) a boon that has the Mental trait.

    Scarab Sages

    Deck Handler Oracle

    Off turn: Discard Holy Light, recharge Incitation

    Turn 7: Irori's Mastery
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    Move: Tenements.

    Free Explore: Henchmen A (Rioting Mob, Charisma 7)

    Discard Blessing of Sivanah to add 2 dice.

    Charisma 7: 1d12 + 2d12 + 1 ⇒ (1) + (7, 7) + 1 = 16

    Mob defeated.

    Close Tenements -> Bury BotSpellbound 3

    Move: Alley.

    Discard Nethys's Duality to examine the top 3 cards. (Razor Snare, Korvosan Dandy, Elixir of Healing)

    Place Dandy on top (card 1), then Elixir (card 2), then Snare (card 3)

    Play Cure on Alhazra for healing: 1d4 + 1 ⇒ (1) + 1 = 2 -> 2 healed (Chronicler, BotSpellbound 1)

    Recover Cure: Divine 8: 1d12 + 3 ⇒ (12) + 3 = 15 -> Cure recharged.

    End turn, reset hand.

    Alahazra wrote:

    Hand: Clockwork Butterfly, Blessing of the Spellbound 1, Detect Magic (Core), Fire Snake, Blessing of Abadar, Blessing of the Spellbound 2,
    Displayed:
    Deck: 8 Discard: 3 Buried: 1
    Hero Points: 2
    NOTES:
    Available Support: Binder's tome adds 1d4 to local combat or charisma checks on reveal. (Adds mental trait)
    Movement: Feel free to use blessings.

    Skills and Powers:
    SKILLS

    Strength d4 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Divine: Charisma +2
    Knowledge: Intelligence +2
    Fortitude: Constutution +2

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Divine, Light Armor
    POWERS:
    For your combat check, you may discard the top card of your deck to use
    your Divine skill + 2d4 plus that card’s adventure deck number and add
    the Attack, Divine, Fire, and Magic traits. This counts as playing a
    spell. (☐ If the discarded card is a spell, you may recharge it
    instead.)

    When you examine 1 or more cards from a character or location deck, you may examine an additional card.

    During your exploration, when you succeed at a check that invokes the
    Fire (☐ or Attack) trait, you may move after you resolve the encounter.


    STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler

    Out of turn - Quinn moves to Shop after Tenement closes.


    During This Adventure: Year of Rotting Ruins - Adventure 1: City of Sails and Shrouds
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1A: Powder Keg

  • Harrow Suit: Crowns
  • Danger: Bandit, Collapse, Rescue, Thug
  • Villain: None
  • Closing Henchmen: Rioting Mob-Proxy A
  • When you would encounter a Proxy B, summon and encounter the danger instead. If you defeat it, banish the Proxy B; otherwise, reload the Proxy B into its location.
  • If you fail to defeat a Rioting Mob but every Thug it caused you to summon is defeated, you may attempt to close your location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Boggart
    Monster 1

    Traits
    Fey

    Check
    Knowledge
    Perception
    4
    THEN
    Combat
    10

    Powers
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

    Monster 2
    Spoiler:
    Hell Hound
    Monster 1

    Traits
    Outsider

    Check
    Combat
    10

    Powers
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Monster 3
    Spoiler:
    Yeth Hound
    Monster 1

    Traits
    Outsider
    Animal

    Check
    Combat
    10

    Powers
    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.

    Monster 4
    Spoiler:
    Spider Swarm
    Monster 1

    Traits
    Vermin
    Swarm

    Check
    Combat
    10

    Powers
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.

    Monster 5
    Spoiler:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

    Powers
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Random Barriers:
    Barrier 1
    Spoiler:
    Concealed Hatch
    Barrier 1

    Traits
    Lock

    Check
    Strength
    5
    OR
    Disable
    3

    Powers
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.

    Barrier 2
    Spoiler:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

    Powers
    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.

    Barrier 3
    Spoiler:
    Symbol Of Sleep
    Barrier 1

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

    Barrier 4
    Spoiler:
    Burning Tar
    Barrier 0

    Traits
    Obstacle
    Fire
    Veteran

    Check
    Dexterity
    Acrobatics
    6+#
    OR
    Constitution
    Craft
    Fortitude
    7+#

    Powers
    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.

    Barrier 5
    Spoiler:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

    Powers
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

    Random Weapons:
    Weapon 1
    Spoiler:
    Heavy Crossbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    7

    Powers
    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.

    Weapon 2
    Spoiler:
    Kukri
    Weapon 0

    Traits
    Knife
    Melee
    Slashing
    Finesse

    Check
    Strength
    Acrobatics
    Melee
    4

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.

    Weapon 3
    Spoiler:
    Allying Dart
    Weapon 1

    Traits
    Dart
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    7

    Powers
    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.

    Weapon 4
    Spoiler:
    Bolas
    Weapon 0

    Traits
    Chain
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    5

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.

    Weapon 5
    Spoiler:
    Light Crossbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing

    Check
    Dexterity
    Ranged
    4

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    On a distant combat check, freely discard to add 1d8.

    Random Spells:
    Spell 1
    Spoiler:
    Lightning Touch
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    4

    Powers
    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.

    Spell 2
    Spoiler:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    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.

    Spell 3
    Spoiler:
    Enchant Weapon
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    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.

    Spell 4
    Spoiler:
    Candlelight
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Spell 5
    Spoiler:
    Bloodscent
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    7

    Powers
    On a local Knowledge, Perception, or Survival check, banish to add 1d10.
    If the character succeeds, you may examine the top card of any location.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Leather Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Armor 2
    Spoiler:
    Helm
    Armor 0

    Traits
    Heavy Armor
    Helm

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 3
    Spoiler:
    Magic Hide Armor
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    7

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

    Armor 4
    Spoiler:
    Armor Of Insults
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    8

    Powers
    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.

    Armor 5
    Spoiler:
    Half-plate
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Boots Of Friendly Terrain
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.

    Item 2
    Spoiler:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Item 3
    Spoiler:
    Acid Flask
    Item 0

    Traits
    Liquid
    Alchemical
    Attack
    Acid

    Check
    Intelligence
    Craft
    4

    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.

    Item 4
    Spoiler:
    Wand Of Acid Burst
    Item 1

    Traits
    Wand
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    6

    Powers
    For your combat or Disable check, bury or banish to use Arcane + 2d4.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.

    Item 5
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Random Allies:
    Ally 1
    Spoiler:
    Harrowed Society Student
    Ally 0

    Traits
    Human
    Arcanist
    Harrow

    Check
    Charisma
    Diplomacy
    6

    Powers
    On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
    Discard to explore.

    Ally 2
    Spoiler:
    Priest Of Pharasma
    Ally 1

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Bury to heal a local character 1d4+1 cards.
    Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.

    Ally 3
    Spoiler:
    Clockwork Servant
    Ally 1

    Traits
    Construct

    Check
    Intelligence
    Craft
    6

    Powers
    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.

    Ally 4
    Spoiler:
    Priest Of Abadar
    Ally 1

    Traits
    Halfling
    Cleric

    Check
    Charisma
    Diplomacy
    6
    OR
    Bury A Boon
    0

    Powers
    On a local check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against barriers, add 1d4.

    Ally 5
    Spoiler:
    Guide
    Ally 0

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    5

    Powers
    On a local check to close or to guard, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to close your location, add 1d6.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Crows
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would bury a boon, succeed at its check to acquire or banish it instead.

    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.

    Blessing 2
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    On your check, recharge to bless.
    Discard to explore.

    Blessing 3
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, if no boons are played, it is blessed.

    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.

    Blessing 4
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessing 5
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Turn: 8 Flenta/Gimry

    Top of Blessing Discard Pile: Incitation - When this is the hour: No effect.

    Top Blessing:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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:
    Blessings Deck Card 1 (Turn 9 Quinn)
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, you may recharge a card to add your Intelligence die.

    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 2 (Turn 10 Valaros)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.

    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.

    Blessings Deck Card 3 (Turn 11 Radillo)
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you acquire a boon, bury it.

    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

    Blessings Deck Card 4 (Turn 12 Alahazra)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you heal, you may heal an additional card.

    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.

    Blessings Deck Card 5 (Turn 13 Flenta)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 6 (Turn 14 Quinn)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Outsider card, add 1d4.

    On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Blessings Deck Card 7 (Turn 15 Valaros)
    Spoiler:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

    Blessings Deck Card 8 (Turn 16 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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 Deck Card 9 (Turn 17 Alahazra)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 10 (Turn 18 Flenta)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 11 (Turn 19 Quinn)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 12 (Turn 20 Valaros)
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength or Constitution check, you may recharge a card to reroll.

    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Blessings Deck Card 13 (Turn 21 Radillo)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.

    Blessings Deck Card 14 (Turn 22 Alahazra)
    Spoiler:
    The Carnival
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    All damage is Mental damage that cannot be reduced.

    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.

    Blessings Deck Card 15 (Turn 23 Flenta)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 16 (Turn 24 Quinn)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength check, add 2.

    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

    Blessings Deck Card 17 (Turn 25 Valaros)
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a spell.

    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.

    Blessings Deck Card 18 (Turn 26 Radillo)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 19 (Turn 27 Alahazra)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Blessings Deck Card 20 (Turn 28 Flenta)
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, the difficulty is increased by 3.

    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.

    Blessings Deck Card 21 (Turn 29 Quinn)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 22 (Turn 30 Valaros)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Shop
    Traits: Urban
    At This Location: When you fail to acquire a boon, you may shuffle it into the location.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Before banishing the cards, you may shuffle any remaining boons into 1 random other location.
    M:0 Ba:0 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:2
    Located here: Valeros, Radillo, Flenta, Quinn,

    Shop Card 1:
    Full Plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    9

    Powers
    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.

    Shop Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Shop Card 3:
    The Lost
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would recharge a Magic boon, discard it instead.

    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.

    Shop Card 4:
    Gem Of Mental Acuity
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    Shop Card 5:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Plaza
    Traits: 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:2 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:2

    Plaza Card 1 - Flaming Shortbow:
    Flaming Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Fire
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    9

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Plaza Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Plaza Card 3:
    Confusion
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    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.

    Plaza Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Plaza Card 5:
    Cave Lizard
    Monster 0

    Traits
    Animal

    Check
    Combat
    13
    OR
    Perception
    6

    Powers
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.

    Plaza Card 6:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    6+#
    OR
    Knowledge
    Stealth
    8+#

    Powers
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.

    Plaza Card 7:
    Imps And House Drakes
    Barrier 0

    Traits
    Skirmish
    Outsider
    Devil
    Dragon

    Check
    Combat
    10
    OR
    Arcane
    Survival
    6

    Powers
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.

    Plaza Card 8:
    Light Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    3

    Powers
    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 9:
    Gang Enforcer
    Ally 1

    Traits
    Human
    Rogue
    Trigger

    Check
    Charisma
    Diplomacy
    Stealth
    7
    OR
    Banish A Boon
    0

    Powers
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, bury a boon.
    On a local check to acquire, recharge to add 1d4.
    Discard to explore. This exploration, on your combat checks, add 1d4.

    Plaza Card 10:
    Holy Symbol
    Item 0

    Traits
    Accessory
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

    Powers
    On your Divine non-combat check, reveal to add 1d4.
    Discard to heal a Divine spell.

    Plaza Card 11:
    Staff Of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge to heal a local character a card.

    Alley
    Traits: Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M:2 Ba:1 W:1 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:2
    Located here: Alahazra

    Alley Card 1 - Korvosan Dandy:
    Korvosan Dandy
    Ally 1

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
    Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.

    Alley Card 2 - Elixir Of Healing:
    Elixir Of Healing
    Item 0

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    4

    Powers
    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.

    Alley Card 3 - Razor Snare:
    Razor Snare
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    Survival
    6

    Powers
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Alley Card 4:
    Porcupine
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Fortitude
    Survival
    5

    Powers
    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.

    Alley Card 5:
    Immolate
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    For your combat check, banish to use Arcane or Divine + 2d4.
    On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Alley Card 6:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

    Powers
    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.

    Alley Card 7:
    Deathbane Light Crossbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    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.

    Alley Card 8:
    Zombie
    Monster 0

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9+##

    Powers
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Alley Card 9:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Alley Card 10:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Alley Card 11:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Tenement
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Abandoned Shacks
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Shrine
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed


  • Flenta Deck Handler

    Quinn mentioned that there were some magic items for sale over in the Plaza. Not being one to pass up a good old fashioned magical device, I decide to head over there to check it out.

    Move to Plaza

    Flaming Shortbow:

    Weapon 1
    Traits
    Bow
    Ranged
    Piercing
    Fire
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    9

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Heavy Crossbow:

    Weapon 0
    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    7

    Powers
    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.

    Unfortunately, the first person I run into in the Plaza is a peddler trying to pawn off some old ranged weapons of his. That said, one of them does appear magical....
    Roll for Flaming Shortbow because Magics! I doubt we need the Weapon 1, but Magic!

    Discard Wolfhide armor for a d10 Dex
    Dex 9: 1d10 ⇒ 9
    Lucky Roll!
    "Fine. Fine." I mutter at the peddler. "This shortbow will do nicely. Thank you."

    "Now where is the good stuff..... The wands and scrolls should be here somewhere.

    Please use the Shortbow to add 1d8 + Fire on your combat checks. It doesn't really do anything for me in hand.

    Flenta wrote:

    Hand: Wakizashi, Conch Shell, Longspear (Core), Strength, Flaming Shortbow,

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Hero Points: 2
    "NOTES:
    Other: Paizo reroll used for scenario CoSaS#1?: N "

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Katana +1, Surgeon, Shock Glaive +1, Cat-o'-Nine-Tails, Crowbar (Core), Unerring Weapon, Blessing of Abadar, The Real Rabbit Prince, Fiery Glare (Core), Staff of Minor Healing (Core)
    Recharged:
    Discard Pile: Blessing of the Samurai, Wolfhide Armor,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    - Acrobatics: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    - Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Weapons ☐ Armors
    POWERS:
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.


    STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler

    The Joke
    WHEN THIS IS THE HOUR
    On your check against a barrier, you may recharge a card to add your Intelligence die.
    - oooh, nifty

    SOT examine @ Shop: Full Plate (armor 1). Move to Plaza and explore, encounter Henchman Proxy A! - Rioting Mob.

    Rioting Mob:
    Rioting Mob
    Story Bane Barrier 0

    Traits
    Skirmish
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

    Powers
    If undefeated, each character summons and encounters the story bane Thug.

    Dip 7 (6+1) w/ recharged Spyglass (hour power): 1d6 + 2 + 1d10 ⇒ (5) + 2 + (4) = 11 - Mob defeated

    Quinn is conflicted, as uprisings are sometimes justified. But an investigator's job is to uphold the law and punish those who stand against it.

    These can be trying times.

    Now to close Plaza. Using one of Al's blessings, unless it's better to use a different one.

    Dip 6 (5+1) w/ blessing: 1d6 + 2 + 1d6 ⇒ (2) + 2 + (5) = 9 - success

    Quinn wrote:

    Hand: Masterwork Tools, Majordomo, Frog, B of Abadar, Burglar's Buckler, Double Chicken Saber +1,

    Displayed:
    Deck: 10 Discard: 1 Buried: 0
    Notes: Buried items add 1d8+2 vs. local barrier. Sage's Journal adds 1d10+3 vs. local bane.

    Skills and Powers:
    SKILLS

    Strength d6 []+1
    Dexterity d6 []+1 []+2
    Con d6 []+1
    Intelligence d10 [X]+1 []+2 []+3 []+4
    Disable: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 []+1 []+2 []+3 []+4
    Perception: Wisdom +2
    Charisma d6 []+1 []+2 []+3
    Diplomacy: Charisma +2

    Favored Card: Item
    Hand Size 6 [] 7
    Proficient with: Nothing
    Powers:
    For check invoking Finesse, may recharge card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On local check vs. barrier, may bury an item to add Perception.
    At ([X] start or) end of turn, may examine top card of your location.

    Hero Points: 3

    Top card of Shop (card 1) is Full Plate (armor 1). Plaza is closed, all characters there need to relocate. Quinn will move back to Shop.


    Flenta Deck Handler

    Head to Alley when Plaza is closed

    Unfortunately, a mob began rioting in the Plaza before I was able to secure any magic items. Luckily, Quinn was able to calm them down, but all the shops have closed up.

    I'll head over to the Alley to hang with Al.


    Deck Handler

    ========================
    Valeros continues to look around. A set of armor catches their eye but realizing it's sized for a halfling, they leave it alone. Just as they are getting frustrated at a lack of anything interesting to do in the shop, a rioting mob bursts in. Valeros readies for combat but seeing the hardened warrior with multiple weapons, the riot breaks up and moves off. Satisfied that their work is now done at the shop, Valeros heads toward the darkened alleys. After all, everyone knows the alleys are a place where disreputable people hang out and they are itching for a fight.
    ===================================

    Hourglass Discard: The Rabbit Prince
    WHEN THIS IS THE HOUR: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.

    Explore 1: Full Plate

    Fortitude 9: 1d8 + 2 ⇒ (6) + 2 = 8

    Discard BotG to explore.
    Explore 2: Henchman Proxy A: Rioting Mob

    Discarding BoAbadar
    Diplomacy 7: 1d6 + 2 + 2d6 ⇒ (2) + 2 + (1, 2) = 7

    To Close: Succeed at a Charisma or Diplomacy 5+# check.
    Using Radillo's BoAbadar
    diplomacy 6: 1d6 + 2 + 1d6 ⇒ (6) + 2 + (2) = 10

    Moving to the Alley now that the Shop is closed. Discarding the shortsword.

    Valeros wrote:

    Hand: Shieldsplitter Lance, Nine-Ring Sword, Shock Glaive +1, Kikko Armor, Master-at-Arms,

    Displayed:
    Deck: 7 Discard: 5 Buried: 0
    Current Location: Alley
    Hero Points: 2
    NOTES:
    Available Support: Feel free to recharge/reload weapon or armor to add a 1d4 to a local combat check (4 total available).
    Other: I can avenge by discarding. 0 blessings available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Surgeon, Chain Mail (Core), Champion's Do-Maru, Staff of Minor Healing (Core), Crowbar (Core), Katana +1
    Recharged: Earthbreaker (Core),
    Discard Pile: Standard Bearer (Core), Blessing of the Gods (1), Blessing of the Gods (2), Blessing of Abadar, Shortsword,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2
    Melee: Strength +2
    Ranged: Dexterity +1
    Fortitude: Constitution +2
    Diplomacy: Charisma +2

    Favored Card: Sword Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Armor Weapon
    POWERS:
    On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (□ 1d6).
    At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
    You may avenge by discarding (□ or recharging) a card.


    During This Adventure: Year of Rotting Ruins - Adventure 1: City of Sails and Shrouds
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1A: Powder Keg

  • Harrow Suit: Crowns
  • Danger: Bandit, Collapse, Rescue, Thug
  • Villain: None
  • Closing Henchmen: Rioting Mob-Proxy A
  • When you would encounter a Proxy B, summon and encounter the danger instead. If you defeat it, banish the Proxy B; otherwise, reload the Proxy B into its location.
  • If you fail to defeat a Rioting Mob but every Thug it caused you to summon is defeated, you may attempt to close your location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Dire Badger
    Monster 1

    Traits
    Animal

    Check
    Combat
    11
    OR
    Perception
    Survival
    6

    Powers
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.

    Monster 2
    Spoiler:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

    Powers
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Monster 3
    Spoiler:
    Hell Hound
    Monster 1

    Traits
    Outsider

    Check
    Combat
    10

    Powers
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Monster 4
    Spoiler:
    Werewolf
    Monster 1

    Traits
    Lycanthrope

    Check
    Combat
    11
    OR
    Knowledge
    7

    Powers
    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.

    Monster 5
    Spoiler:
    Dire Rat
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Survival
    6

    Powers
    After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
    If undefeated, suffer the scourge Plagued.

    Random Barriers:
    Barrier 1
    Spoiler:
    Drowning Mud
    Barrier 1

    Traits
    Obstacle

    Check
    Strength
    Survival
    6
    OR
    Constitution
    Fortitude
    8

    Powers
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.

    Barrier 2
    Spoiler:
    Mob Of Undead
    Barrier 1

    Traits
    Skirmish
    Undead

    Check
    None
    0

    Powers
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

    Barrier 3
    Spoiler:
    Burning Tar
    Barrier 0

    Traits
    Obstacle
    Fire
    Veteran

    Check
    Dexterity
    Acrobatics
    6+#
    OR
    Constitution
    Craft
    Fortitude
    7+#

    Powers
    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.

    Barrier 4
    Spoiler:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

    Powers
    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.

    Barrier 5
    Spoiler:
    Labyrinth
    Barrier 1

    Traits
    Obstacle
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    Survival
    8+#

    Powers
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.

    Random Weapons:
    Weapon 1
    Spoiler:
    Longsword
    Weapon 0

    Traits
    Sword
    Melee
    Slashing

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

    Weapon 2
    Spoiler:
    Warhammer
    Weapon 0

    Traits
    Hammer
    Melee
    Bludgeoning

    Check
    Strength
    Melee
    6

    Powers
    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.

    Weapon 3
    Spoiler:
    Kukri
    Weapon 0

    Traits
    Knife
    Melee
    Slashing
    Finesse

    Check
    Strength
    Acrobatics
    Melee
    4

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.

    Weapon 4
    Spoiler:
    Heavy Crossbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    7

    Powers
    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.

    Weapon 5
    Spoiler:
    Snakebite Dagger
    Weapon 1

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    7

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Locate Object
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    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.

    Spell 2
    Spoiler:
    Holy Light
    Spell 1

    Traits
    Magic
    Divine
    Attack

    Check
    Wisdom
    Divine
    8

    Powers
    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.

    Spell 3
    Spoiler:
    Knock
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

    Powers
    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.

    Spell 4
    Spoiler:
    Sleep
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Mental

    Check
    Intelligence
    Arcane
    7

    Powers
    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.

    Spell 5
    Spoiler:
    Frost Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Cold

    Check
    Intelligence
    Arcane
    7

    Powers
    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 9 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Hide Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    Survival
    3

    Powers
    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.

    Armor 2
    Spoiler:
    Archer’s Kite Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    5

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 3
    Spoiler:
    Chain Mail
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Armor 4
    Spoiler:
    Helm
    Armor 0

    Traits
    Heavy Armor
    Helm

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 5
    Spoiler:
    Klar
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    Melee
    Survival
    5

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Random Items:
    Item 1
    Spoiler:
    Thieves’ Tools
    Item 0

    Traits
    Tool

    Check
    Dexterity
    Disable
    4

    Powers
    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.

    Item 2
    Spoiler:
    Acid Flask
    Item 0

    Traits
    Liquid
    Alchemical
    Attack
    Acid

    Check
    Intelligence
    Craft
    4

    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.

    Item 3
    Spoiler:
    Staff Of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge to heal a local character a card.

    Item 4
    Spoiler:
    Noxious Bomb
    Item 0

    Traits
    Liquid
    Alchemical
    Attack
    Poison

    Check
    Intelligence
    Craft
    5

    Powers
    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.

    Item 5
    Spoiler:
    Spiked Gauntlet
    Item 0

    Traits
    Accessory
    Piercing

    Check
    Strength
    Melee
    4

    Powers
    On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.

    Random Allies:
    Ally 1
    Spoiler:
    Craftsman
    Ally 1

    Traits
    Dwarf
    Hireling

    Check
    Charisma
    Diplomacy
    6
    OR
    Craft
    4

    Powers
    On a local check against a weapon or an armor, recharge to add 1d8.
    Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.

    Ally 2
    Spoiler:
    Harrower
    Ally 0

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    4
    OR
    Knowledge
    5

    Powers
    Recharge to examine the top 3 cards of any character’s deck and return them in any order.
    Discard to examine the top card of your location, then you may explore.

    Ally 3
    Spoiler:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, add 1d4.

    Ally 4
    Spoiler:
    Troubadour
    Ally 0

    Traits
    Human
    Bard

    Check
    Charisma
    Diplomacy
    4

    Powers
    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.

    Ally 5
    Spoiler:
    Cat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Arcane
    Survival
    5

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your blessed check, you may reroll any dice showing 1.

    On your check, recharge to bless.
    Discard to explore.

    Blessing 2
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check to close or to guard, add 1d4.

    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Blessing 3
    Spoiler:
    The Sickness
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage, suffer the scourge Plagued.

    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

    Blessing 4
    Spoiler:
    The Desert
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you move during your move step, bury a card.

    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.

    Blessing 5
    Spoiler:
    The Crows
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would bury a boon, succeed at its check to acquire or banish it instead.

    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.

    Turn: 11 Radillo/WilderRedbeard

    Top of Blessing Discard Pile: The Betrayal - When this is the hour: When you acquire a boon, bury it.

    Top Blessing:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you acquire a boon, bury it.

    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.


    Blessings Remaining: 19
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 12 Alahazra)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you heal, you may heal an additional card.

    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.

    Blessings Deck Card 2 (Turn 13 Flenta)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 3 (Turn 14 Quinn)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Outsider card, add 1d4.

    On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Blessings Deck Card 4 (Turn 15 Valaros)
    Spoiler:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

    Blessings Deck Card 5 (Turn 16 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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 Deck Card 6 (Turn 17 Alahazra)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 7 (Turn 18 Flenta)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 8 (Turn 19 Quinn)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 9 (Turn 20 Valaros)
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength or Constitution check, you may recharge a card to reroll.

    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Blessings Deck Card 10 (Turn 21 Radillo)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.

    Blessings Deck Card 11 (Turn 22 Alahazra)
    Spoiler:
    The Carnival
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    All damage is Mental damage that cannot be reduced.

    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.

    Blessings Deck Card 12 (Turn 23 Flenta)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 13 (Turn 24 Quinn)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength check, add 2.

    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

    Blessings Deck Card 14 (Turn 25 Valaros)
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a spell.

    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.

    Blessings Deck Card 15 (Turn 26 Radillo)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 16 (Turn 27 Alahazra)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Blessings Deck Card 17 (Turn 28 Flenta)
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, the difficulty is increased by 3.

    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.

    Blessings Deck Card 18 (Turn 29 Quinn)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 19 (Turn 30 Valaros)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Shop
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Plaza
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Alley
    Traits: Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M:2 Ba:1 W:1 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:2
    Located here: Valeros, Radillo, Quinn, Flenta, Alahazra

    Alley Card 1 - Korvosan Dandy:
    Korvosan Dandy
    Ally 1

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
    Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.

    Alley Card 2 - Elixir Of Healing:
    Elixir Of Healing
    Item 0

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    4

    Powers
    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.

    Alley Card 3 - Razor Snare:
    Razor Snare
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    Survival
    6

    Powers
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Alley Card 4:
    Porcupine
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Fortitude
    Survival
    5

    Powers
    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.

    Alley Card 5:
    Immolate
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    For your combat check, banish to use Arcane or Divine + 2d4.
    On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Alley Card 6:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

    Powers
    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.

    Alley Card 7:
    Deathbane Light Crossbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    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.

    Alley Card 8:
    Zombie
    Monster 0

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9+##

    Powers
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Alley Card 9:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Alley Card 10:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Alley Card 11:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Tenement
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Abandoned Shacks
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Shrine
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed


  • Radillo's Deck Manager

    Off turn: during Valeros' turn, discard Blessing of Abadar

    Start of turn:
    The hour of the Betrayal
    When this is the hour: When you acquire a boon, bury it.
    Remain at Alley

    The calming of the masses seems to have led the group of Pathfinders to a darkened alley. Radillo notices an aristocrat leaned against the wall and approaches to test his mental fortitude.

    Free explore of card #1:

    Korvosan Dandy:

    Ally 1
    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
    Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.


    Reveal Binder's Tome to add 1d4
    Diplomacy 9: 1d10 + 3 + 1d4 ⇒ (7) + 3 + (3) = 13 acquired, bury per hour power

    The Korvosan flicks the butt of his cigarillo and chats up Radillo with great enthusiasm. He tells her he sells various potions and concoctions on behalf of a curmudgeonly, but expertly skilled, alchemist. With a little mental persuasion, he offers Radillo a sample healing elixir.

    Display Chronicler next to location (per location power) to encounter card #2:

    Elixir Of Healing:

    Item 0
    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    4

    Powers
    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.


    Intelligence 4: 1d10 + 1 ⇒ (7) + 1 = 8 acquired and buried

    She gratefully accepts but warily pockets the elixir. She's not about to drink something offered by a foppish man in an alley.

    Reset hand and end turn.

    Radillo wrote:

    Hand: Phantom Shield, Pyrotechnic Blast, Binder's Tome, Spellbook, Toad, Fire Bolt (acquired),

    Displayed:
    Deck: 7 Discard: 4 Buried: 2
    Current Location: Alley
    Hero Points: 3 // Radillo has the following scourges marked:
    Entangled:
    While Marked:
    You cannot evade or move.

    When your location is closed, remove this scourge.


    NOTES:
    Available Support: Blessing available. Binder's Tome reveals to add 1d4 and Mental to all local combat or Charisma checks. Phantom Shield can be displayed to reduce all damage by 1 for a local character's turn.
    Other: Dice Re-Roll Used for 6-1A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fire Snake, Blessing of Pharasma, Force Missile, Augury, Clinging Venom
    Recharged: Blessing of the Spellbound, Lightning Touch,
    Discard Pile: Apprentice, Fox, Blessing of Abadar, Chronicler,
    Buried Pile: Korvosan Dandy (acquired), Elixir of Healing (acquired),

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2
    Constitution d4 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Arcane: Intelligence + 3
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d10 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma + 3

    Favored Card: Spell or Ally
    Hand Size: 6 ☐ 7
    Proficiencies:
    Mental
    POWERS:
    When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ( [ ] or an ally), you may put it on top of your deck ( [ X ] or add it to your hand).
    When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
    You automatically succeed at your check to recharge ( [ ] or acquire) a boon that has the Mental trait.

    Scarab Sages

    Deck Handler Oracle

    Turn 12: Sarenraes light
    WHEN THIS IS THE HOUR
    When you heal, you may heal an additional card.

    Off turn: Discard blessing of the spellbound for Quinn's check.

    Free explore: Razor Snare (Dexterity 6)

    Play Fire Snake to use Divine instead of Dexterity.
    Play BoAbadar to add 2 dice.

    Divine 6: 3d12 + 3 ⇒ (5, 8, 10) + 3 = 26

    Razor Snare defeated.

    Recharge clockwork butterfly to examine the next 2 cards. (Porcupine, immolate)

    Free explore from butterfly (porcupine fort 5)

    Fortitude 5: 1d8 + 2 ⇒ (7) + 2 = 9

    Porcupine added to hand. End turn.

    Recover fire snake (divine 8) Divine 8: 1d12 + 3 ⇒ (6) + 3 = 9

    "

    Alahazra wrote:

    Hand: Researcher, porcupine,Blessing of the Gods 1, Detect Magic (Core), Blessing of Abadar, Blessing of the Spellbound 2,
    Displayed:
    Deck: 8 Discard: 4 Buried: 1
    Hero Points: 2
    NOTES:
    Available Support: Binder's tome adds 1d4 to local combat or charisma checks on reveal. (Adds mental trait)
    Movement: Feel free to use blessings.

    Skills and Powers:
    SKILLS

    Strength d4 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Divine: Charisma +2
    Knowledge: Intelligence +2
    Fortitude: Constutution +2

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Divine, Light Armor
    POWERS:
    For your combat check, you may discard the top card of your deck to use
    your Divine skill + 2d4 plus that card’s adventure deck number and add
    the Attack, Divine, Fire, and Magic traits. This counts as playing a
    spell. (☐ If the discarded card is a spell, you may recharge it
    instead.)

    When you examine 1 or more cards from a character or location deck, you may examine an additional card.

    During your exploration, when you succeed at a check that invokes the
    Fire (☐ or Attack) trait, you may move after you resolve the encounter.

    "

    Scarab Sages

    Deck Handler Oracle

    Clockwork butterfly is displayed here.


    During This Adventure: Year of Rotting Ruins - Adventure 1: City of Sails and Shrouds
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1A: Powder Keg

  • Harrow Suit: Crowns
  • Danger: Bandit, Collapse, Rescue, Thug
  • Villain: None
  • Closing Henchmen: Rioting Mob-Proxy A
  • When you would encounter a Proxy B, summon and encounter the danger instead. If you defeat it, banish the Proxy B; otherwise, reload the Proxy B into its location.
  • If you fail to defeat a Rioting Mob but every Thug it caused you to summon is defeated, you may attempt to close your location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Bloodbug
    Monster 0

    Traits
    Animal

    Check
    Combat
    11

    Powers
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

    Monster 2
    Spoiler:
    Rat Swarm
    Monster 0

    Traits
    Animal
    Swarm

    Check
    Combat
    9

    Powers
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Monster 3
    Spoiler:
    Swamp Ooze
    Monster 1

    Traits
    Ooze
    Acid

    Check
    Combat
    9

    Powers
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.

    Monster 4
    Spoiler:
    Allip
    Monster 1

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14
    OR
    Divine
    8

    Powers
    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.

    Monster 5
    Spoiler:
    Wolf Pack
    Monster 0

    Traits
    Animal

    Check
    Combat
    11
    OR
    Survival
    6

    Powers
    Before acting, a local character summons and encounters this monster.
    If the check to defeat has the Attack or Ranged trait, you may reroll.

    Random Barriers:
    Barrier 1
    Spoiler:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

    Powers
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Barrier 2
    Spoiler:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

    Powers
    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.

    Barrier 3
    Spoiler:
    Razor Snare
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    Survival
    6

    Powers
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Barrier 4
    Spoiler:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    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.

    Barrier 5
    Spoiler:
    Pit Trap
    Barrier 0

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    6
    OR
    Wisdom
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Random Weapons:
    Weapon 1
    Spoiler:
    Returning Throwing Axe
    Weapon 1

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    10

    Powers
    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.

    Weapon 2
    Spoiler:
    Bolas
    Weapon 0

    Traits
    Chain
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    5

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.

    Weapon 3
    Spoiler:
    Heavy Crossbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    7

    Powers
    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.

    Weapon 4
    Spoiler:
    Keen Rapier
    Weapon 1

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Acrobatics
    Melee
    9

    Powers
    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.

    Weapon 5
    Spoiler:
    Mace
    Weapon 0

    Traits
    Mace
    Melee
    Bludgeoning

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.

    Random Spells:
    Spell 1
    Spoiler:
    Elemental Treaty
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    Display at your location. While displayed:
    • When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
    • When this location is closed, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spell 2
    Spoiler:
    Sleep
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Mental

    Check
    Intelligence
    Arcane
    7

    Powers
    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.

    Spell 3
    Spoiler:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 4
    Spoiler:
    False Life
    Spell 0

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    4

    Powers
    Display. While displayed:
    • When you suffer damage, you may banish to reduce it by 5.
    • At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Spell 5
    Spoiler:
    Deflect
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Full Plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    9

    Powers
    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.

    Armor 2
    Spoiler:
    Covering Heavy Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Armor 3
    Spoiler:
    Light Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Armor 4
    Spoiler:
    Magic Hide Armor
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    7

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

    Armor 5
    Spoiler:
    Magic Chain Mail
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • 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.

    Random Items:
    Item 1
    Spoiler:
    Noxious Bomb
    Item 0

    Traits
    Liquid
    Alchemical
    Attack
    Poison

    Check
    Intelligence
    Craft
    5

    Powers
    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.

    Item 2
    Spoiler:
    Spellbook
    Item 0

    Traits
    Book
    Magic

    Check
    Intelligence
    Arcane
    4

    Powers
    On your Arcane non-combat check, reveal to add 1d4.
    Discard to heal an Arcane spell.

    Item 3
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Item 4
    Spoiler:
    Holy Water
    Item 0

    Traits
    Liquid
    Magic
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    When a local character encounters an Outsider or Undead bane, banish to let them evade it.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

    DURING RECOVERY
    If proficient, you may succeed at a Divine 6 check to recharge this card.

    Item 5
    Spoiler:
    Horn Of Battle Clarity
    Item 0

    Traits
    Instrument
    Magic

    Check
    Charisma
    Melee
    Ranged
    6

    Powers
    On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
    Discard to heal a Hireling or Soldier card.

    Random Allies:
    Ally 1
    Spoiler:
    Standard Bearer
    Ally 1

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    6

    Powers
    On a local Strength or Constitution check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks against story banes, add 1d4.

    Ally 2
    Spoiler:
    Leech
    Ally 1

    Traits
    Vermin
    Healing

    Check
    Wisdom
    Knowledge
    Survival
    6

    Powers
    Recharge to heal a local character 1d4-1 cards.
    Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.

    Ally 3
    Spoiler:
    Fox
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

    Ally 4
    Spoiler:
    Acolyte
    Ally 0

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    4

    Powers
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.

    Ally 5
    Spoiler:
    Gang Enforcer
    Ally 1

    Traits
    Human
    Rogue
    Trigger

    Check
    Charisma
    Diplomacy
    Stealth
    7
    OR
    Banish A Boon
    0

    Powers
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, bury a boon.
    On a local check to acquire, recharge to add 1d4.
    Discard to explore. This exploration, on your combat checks, add 1d4.

    Random Blessings:
    Blessing 1
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you heal, you may heal an additional card.

    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.

    Blessing 2
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.

    Blessing 3
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessing 4
    Spoiler:
    Gozreh’s Growth
    Blessing 1

    Traits
    Deity: Gozreh
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Animal or Elemental card, add 1d4.

    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.

    Blessing 5
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Turn: 13 Flenta/Gimry

    Top of Blessing Discard Pile: Orison - When this is the hour: No effect.

    Top Blessing:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.


    Blessings Remaining: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 14 Quinn)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Outsider card, add 1d4.

    On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Blessings Deck Card 2 (Turn 15 Valaros)
    Spoiler:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

    Blessings Deck Card 3 (Turn 16 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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 Deck Card 4 (Turn 17 Alahazra)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 5 (Turn 18 Flenta)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 6 (Turn 19 Quinn)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 7 (Turn 20 Valaros)
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength or Constitution check, you may recharge a card to reroll.

    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Blessings Deck Card 8 (Turn 21 Radillo)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.

    Blessings Deck Card 9 (Turn 22 Alahazra)
    Spoiler:
    The Carnival
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    All damage is Mental damage that cannot be reduced.

    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.

    Blessings Deck Card 10 (Turn 23 Flenta)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 11 (Turn 24 Quinn)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength check, add 2.

    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

    Blessings Deck Card 12 (Turn 25 Valaros)
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a spell.

    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.

    Blessings Deck Card 13 (Turn 26 Radillo)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 14 (Turn 27 Alahazra)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Blessings Deck Card 15 (Turn 28 Flenta)
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, the difficulty is increased by 3.

    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.

    Blessings Deck Card 16 (Turn 29 Quinn)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 17 (Turn 30 Valaros)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Shop
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Plaza
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Alley
    Traits: Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M:2 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:2
    Located here: Valeros, Radillo, Quinn, Flenta, Alahazra
    Notes: Chronicler (Radillo), Clockwork Butterfly (Alahazra) displayed

    Alley Card 1 - Immolate:
    Immolate
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    For your combat check, banish to use Arcane or Divine + 2d4.
    On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Alley Card 2:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

    Powers
    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.

    Alley Card 3:
    Deathbane Light Crossbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    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.

    Alley Card 4:
    Zombie
    Monster 0

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9+##

    Powers
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Alley Card 5:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Alley Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Alley Card 7:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Tenement
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Abandoned Shacks
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Shrine
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed


  • Flenta Deck Handler

    Thanks to Alahazra's foresight, she points me in the direction of scroll.

    Immolate:

    Spell 0
    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    For your combat check, banish to use Arcane or Divine + 2d4.
    On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Int 5: 1d8 + 1 ⇒ (1) + 1 = 2
    "Hrmp! Immolate my foot. This is nothing but a useless piece of paper!"

    "No scroll here, Alahazra. Just an old piece of parchment paper."

    Flenta wrote:

    Hand: Wakizashi, Conch Shell, Longspear (Core), Strength, Flaming Shortbow,

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Hero Points: 2
    "NOTES:
    Other: Paizo reroll used for scenario CoSaS#1?: N "

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Unerring Weapon, The Real Rabbit Prince, Staff of Minor Healing (Core), Cat-o'-Nine-Tails, Shock Glaive +1, Katana +1, Fiery Glare (Core), Surgeon, Blessing of Abadar, Crowbar (Core)
    Recharged:
    Discard Pile: Blessing of the Samurai, Wolfhide Armor,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    - Acrobatics: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    - Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Weapons ☐ Armors
    POWERS:
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.


    STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler

    Iomedae’s Justice
    WHEN THIS IS THE HOUR
    On your check against an Outsider card, add 1d4.

    SOT examine of Alley: Termite Swarm. Examine damage blocked by Burglar's Buckler.

    Combat 10/14 w/ Saber, recharged Majordomo (for power), Valeros recharge/reload, Flenta's bow: 1d10 + 1d8 + 4 + 1 + 1d4 + 1d8 ⇒ (10) + (6) + 4 + 1 + (3) + (6) = 30

    Quinn cracks an old signpost, and tiny bugs surge forth. Ever fastidious, the investigator ensures that every single insect is speared to the ground with his saber tip.

    Use Frog (displayed by location) to explore again, encounter Deathbane Crossbow. Auto-fail to acquire, so bow is banished.

    EOT examine: Zombie.

    Quinn wrote:

    Hand: Masterwork Tools, Embalming Fluid, Rochin, B of Abadar, Burglar's Buckler, Double Chicken Saber +1,

    Displayed:
    Deck: 9 Discard: 1 Buried: 0
    Notes: Buried items add 1d8+2 vs. local barrier. Sage's Journal adds 1d10+3 vs. local bane.

    Skills and Powers:
    SKILLS

    Strength d6 []+1
    Dexterity d6 []+1 []+2
    Con d6 []+1
    Intelligence d10 [X]+1 []+2 []+3 []+4
    Disable: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 []+1 []+2 []+3 []+4
    Perception: Wisdom +2
    Charisma d6 []+1 []+2 []+3
    Diplomacy: Charisma +2

    Favored Card: Item
    Hand Size 6 [] 7
    Proficient with: Nothing
    Powers:
    For check invoking Finesse, may recharge card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On local check vs. barrier, may bury an item to add Perception.
    At ([X] start or) end of turn, may examine top card of your location.

    Hero Points: 3

    Top card of Alley is Zombie.


    Deck Handler

    OFF-TURN ACTIONS:Recharged Nine-ring sword on Quinn's turn.

    ========================
    Valeros turns as Quinn shouts out a warning and rushes the Zombie. They quickly and efficiently bring the unnatural monster to a more permanent end. Whistling cheerfully, they continue to patrol the alleys.
    ===================================

    Hourglass Discard: The Foreign Trader
    WHEN THIS IS THE HOUR: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    Explore 1: Zombie

    Revealing Shock Glaive +1. Recharging Kikko armor for a d4.
    Combat 11: 1d10 + 3 + 1d10 + 1 + 1d4 ⇒ (3) + 3 + (8) + 1 + (1) = 16

    Valeros wrote:

    Hand: Shieldsplitter Lance, Surgeon, Shock Glaive +1, Crowbar (Core), Master-at-Arms,

    Displayed:
    Deck: 7 Discard: 5 Buried: 0
    Current Location: Alley
    Hero Points: 2
    NOTES:
    Available Support: Feel free to recharge/reload weapon or armor to add a 1d4 to a local combat check (2 total available).
    Other: I can avenge by discarding. 0 blessings available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Champion's Do-Maru, Chain Mail (Core), Katana +1, Staff of Minor Healing (Core)
    Recharged: Earthbreaker (Core), Nine-Ring Sword, Kikko Armor,
    Discard Pile: Standard Bearer (Core), Blessing of the Gods (1), Blessing of the Gods (2), Blessing of Abadar, Shortsword,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2
    Melee: Strength +2
    Ranged: Dexterity +1
    Fortitude: Constitution +2
    Diplomacy: Charisma +2

    Favored Card: Sword Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Armor Weapon
    POWERS:
    On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (□ 1d6).
    At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
    You may avenge by discarding (□ or recharging) a card.


    During This Adventure: Year of Rotting Ruins - Adventure 1: City of Sails and Shrouds
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1A: Powder Keg

  • Harrow Suit: Crowns
  • Danger: Bandit, Collapse, Rescue, Thug
  • Villain: None
  • Closing Henchmen: Rioting Mob-Proxy A
  • When you would encounter a Proxy B, summon and encounter the danger instead. If you defeat it, banish the Proxy B; otherwise, reload the Proxy B into its location.
  • If you fail to defeat a Rioting Mob but every Thug it caused you to summon is defeated, you may attempt to close your location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Swamp Ooze
    Monster 1

    Traits
    Ooze
    Acid

    Check
    Combat
    9

    Powers
    Immune to Cold, Fire, Mental, and Poison.
    After acting, each local character either recharges an armor or suffers 1 Acid damage.

    Monster 2
    Spoiler:
    Dire Badger
    Monster 1

    Traits
    Animal

    Check
    Combat
    11
    OR
    Perception
    Survival
    6

    Powers
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.

    Monster 3
    Spoiler:
    Demonling
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    8
    OR
    Arcane
    Knowledge
    6

    Powers
    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.

    Monster 4
    Spoiler:
    Shadow
    Monster 1

    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, you must first choose blessings.

    Monster 5
    Spoiler:
    Hell Hound
    Monster 1

    Traits
    Outsider

    Check
    Combat
    10

    Powers
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Random Barriers:
    Barrier 1
    Spoiler:
    Wounded Wanderer
    Barrier 1

    Traits
    Task

    Check
    Wisdom
    Craft
    Divine
    Survival
    8

    Powers
    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.

    Barrier 2
    Spoiler:
    Imps And House Drakes
    Barrier 0

    Traits
    Skirmish
    Outsider
    Devil
    Dragon

    Check
    Combat
    10
    OR
    Arcane
    Survival
    6

    Powers
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.

    Barrier 3
    Spoiler:
    Poison Gas
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Craft
    Disable
    6+#

    Powers
    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.

    Barrier 4
    Spoiler:
    Shrieky Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Stealth
    Survival
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Barrier 5
    Spoiler:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Elven Curve Blade
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Finesse

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 2
    Spoiler:
    Earthbreaker
    Weapon 1

    Traits
    Hammer
    Melee
    Bludgeoning
    2-handed

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 3
    Spoiler:
    Throwing Axe
    Weapon 0

    Traits
    Axe
    Melee
    Ranged
    Slashing

    Check
    Strength
    Dexterity
    Melee
    Ranged
    6

    Powers
    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.

    Weapon 4
    Spoiler:
    Returning Throwing Axe
    Weapon 1

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    10

    Powers
    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.

    Weapon 5
    Spoiler:
    Returning Starknife
    Weapon 1

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    10

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
    On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Random Spells:
    Spell 1
    Spoiler:
    Bloodscent
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    7

    Powers
    On a local Knowledge, Perception, or Survival check, banish to add 1d10.
    If the character succeeds, you may examine the top card of any location.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.

    Spell 2
    Spoiler:
    Mirror Image
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    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.

    Spell 3
    Spoiler:
    Holy Light
    Spell 1

    Traits
    Magic
    Divine
    Attack

    Check
    Wisdom
    Divine
    8

    Powers
    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.

    Spell 4
    Spoiler:
    Harrowstrike
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Force
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

    Powers
    Display. While displayed:
    • For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
    • At the end of your turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.

    Spell 5
    Spoiler:
    Phantasmal Minion
    Spell 0

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    4

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Half-plate
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Armor 2
    Spoiler:
    Magic Hide Armor
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    7

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

    Armor 3
    Spoiler:
    Klar
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    Melee
    Survival
    5

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 4
    Spoiler:
    Magic Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Armor 5
    Spoiler:
    Leather Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Staff Of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge to heal a local character a card.

    Item 2
    Spoiler:
    Balmberry
    Item 0

    Traits
    Plant
    Alchemical

    Check
    Wisdom
    Divine
    Survival
    6

    Powers
    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.

    Item 3
    Spoiler:
    Sacred Candle
    Item 1

    Traits
    Object
    Magic
    Divine

    Check
    Wisdom
    Divine
    10

    Powers
    Bury to draw the hour. You may not play this during an encounter.

    Item 4
    Spoiler:
    Horn Of Battle Clarity
    Item 0

    Traits
    Instrument
    Magic

    Check
    Charisma
    Melee
    Ranged
    6

    Powers
    On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
    Discard to heal a Hireling or Soldier card.

    Item 5
    Spoiler:
    Spyglass
    Item 0

    Traits
    Object

    Check
    Wisdom
    Perception
    6

    Powers
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.

    Random Allies:
    Ally 1
    Spoiler:
    Giant Slug
    Ally 1

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

    Powers
    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.

    Ally 2
    Spoiler:
    Droogami
    Ally 1

    Traits
    Animal
    Owner: Lini

    Check
    Wisdom
    Survival
    6

    Powers
    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.

    Ally 3
    Spoiler:
    Tinker
    Ally 1

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    Disable
    6

    Powers
    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.

    Ally 4
    Spoiler:
    Bat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Perception
    Survival
    4

    Powers
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    Ally 5
    Spoiler:
    Soldier
    Ally 0

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    4

    Powers
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.

    Random Blessings:
    Blessing 1
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessing 2
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.

    Blessing 3
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessing 4
    Spoiler:
    The Lost
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would recharge a Magic boon, discard it instead.

    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.

    Blessing 5
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Turn: 16 Radillo/WilderRedbeard

    Top of Blessing Discard Pile: Incitation - When this is the hour: No effect.

    Top Blessing:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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: 14
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 17 Alahazra)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 2 (Turn 18 Flenta)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 3 (Turn 19 Quinn)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 4 (Turn 20 Valaros)
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength or Constitution check, you may recharge a card to reroll.

    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Blessings Deck Card 5 (Turn 21 Radillo)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.

    Blessings Deck Card 6 (Turn 22 Alahazra)
    Spoiler:
    The Carnival
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    All damage is Mental damage that cannot be reduced.

    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.

    Blessings Deck Card 7 (Turn 23 Flenta)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 8 (Turn 24 Quinn)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength check, add 2.

    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

    Blessings Deck Card 9 (Turn 25 Valaros)
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a spell.

    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.

    Blessings Deck Card 10 (Turn 26 Radillo)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 11 (Turn 27 Alahazra)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Blessings Deck Card 12 (Turn 28 Flenta)
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, the difficulty is increased by 3.

    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.

    Blessings Deck Card 13 (Turn 29 Quinn)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Blessings Deck Card 14 (Turn 30 Valaros)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Shop
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Plaza
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Alley
    Traits: Urban
    At This Location: When you play an ally for its power, display it next to this location card.
    When Closing: Summon and acquire an ally.
    When Permanently Closed: Draw the allies from next to this location card, then give each other character an ally.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:2
    Located here: Valeros, Radillo, Quinn, Flenta, Alahazra

    Alley Card 1:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Alley Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Alley Card 3:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Tenement
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Abandoned Shacks
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Shrine
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed


  • Radillo's Deck Manager

    The hour of Incitation
    When this is the hour: No effect

    Free explore of card #1: Henchman Proxy B
    Random Proxy B from order in update: 1d4 ⇒ 2

    Collapse:
    Story Bane Barrier 0

    Traits
    Obstacle
    Veteran

    Check
    Dexterity
    Wisdom
    8+#
    OR
    Acrobatics
    Perception
    6+#

    Powers
    If undefeated, suffer 1d4 Combat damage, then succeed at a Strength 5+# check or suffer the scourge Entangled.


    Place Pyrotechnic Blast in recovery to use Arcane skill for Obstacle barrier.
    Examine and draw Lightning Touch from bottom of deck.
    Perception (Arcane) 6+1=7: 1d10 + 4 + 2d4 ⇒ (4) + 4 + (3, 2) = 13 defeated

    A portion of the alley wall crumbles and falls toward the party. Radillo instinctively flashes her wand and explodes the rubble to dust and pebbles. The rest of the group is lightly showered by the detritus.

    Discard Toad to explore card #2: Henchman Proxy A

    Rioting Mob:
    Story Bane Barrier 0

    Traits
    Skirmish
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

    Powers
    If undefeated, each character summons and encounters the story bane Thug.


    Reveal Binder's Tome to add 1d4
    Diplomacy 6+1=7: 1d10 + 3 + 1d4 ⇒ (5) + 3 + (2) = 10 defeated

    The explosion of debris incites a nearby mob into a frenzy. They begin raiding the crumbling store next to the alley. Radillo calls to the rest of the party to surround the unruly crowd. She begins shushing them, while the rest follow suit, until the angry mob is subdued.

    End turn and attempt recovery of Pyrotechnic Blast (revealing Spellbook to add 1d4):
    Arcane 8: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (3) = 8 recharged
    Reset hand.

    Radillo wrote:

    Hand: Phantom Shield, Lightning Touch, Augury, Binder's Tome, Spellbook, Fire Bolt (acquired),

    Displayed:
    Deck: 6 Discard: 4 Buried: 2
    Current Location: Alley
    Hero Points: 3 // Radillo has the following scourges marked:
    Entangled:
    While Marked:
    You cannot evade or move.

    When your location is closed, remove this scourge.


    NOTES:
    Available Support: Blessing available. Binder's Tome reveals to add 1d4 and Mental to all local combat or Charisma checks. Phantom Shield can be displayed to reduce all damage by 1 for a local character's turn.
    Other: Dice Re-Roll Used for 6-1A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fire Snake, Force Missile, Clinging Venom, Blessing of Pharasma
    Recharged: Blessing of the Spellbound, Pyrotechnic Blast,
    Discard Pile: Apprentice, Fox, Blessing of Abadar, Toad,
    Buried Pile: Korvosan Dandy (acquired), Elixir of Healing (acquired),

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2
    Constitution d4 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Arcane: Intelligence + 3
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d10 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma + 3

    Favored Card: Spell or Ally
    Hand Size: 6 ☐ 7
    Proficiencies:
    Mental
    POWERS:
    When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ( [ ] or an ally), you may put it on top of your deck ( [ X ] or add it to your hand).
    When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
    You automatically succeed at your check to recharge ( [ ] or acquire) a boon that has the Mental trait.

    Scarab Sages

    Deck Handler Oracle

    Turn 17: Shelyn Song
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    Free explore: Gem of Physical Prowess (Constitution 11)

    Discard BotSpellbound to add a die.

    Constitution 11: 1d8 + 1d8 ⇒ (8) + (2) = 10

    Banished. No cards left, attempt to close.

    Random ally: Giant Slug (Wisdom 6)

    Discard BotG to bless the check. Display porcupine to add 1d8

    Wisdom 6: 1d6 + 1d6 ⇒ (1) + (2) = 3

    Added porcupine: 1d8 ⇒ 8

    Success, location closed.

    End turn.


    DEVELOPMENT:
    “Order, of a sort, has been restored to Vellumis,” Viora Skedrin announces. “And not a moment too soon! Looters have been jailed and a curfew enacted in the city.

    “This isn’t peace, though, not by any means. Refugees are pouring into the city from across Lastwall, looking to flee. The docks are under martial law, and only vessels delivering vital Setup supplies or taking on evacuees are permitted. A formal evacuation order is likely to come within the next few days.

    “I’ve got some affairs to wrap up here, but we need to think of the Pathfinder Society as a whole. The group of you should get out of the city as soon as you can. Head to the docks and find a way out of this doomed nation.”

    SCENARIO REWARD:

  • Each character gets a hero point.
  • Rally the supporter Pathfinder Chronicler.
    Pathfinder Chronicler:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

    Powers
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • □ You may bury to examine the top 3 cards of any location.

    ACQUIRED CARDS:
    Weapon 1 Flaming Shortbow
    Weapon 0 Shortsword
    Spell 1 Fire Bolt
    Item 0 Elixir Of Healing
    Ally 0 Frog
    Ally 1 Giant Slug
    Ally 1 Korvosan Dandy
    Ally 0 Porcupine
    Blessing 0 Incitation
    Blessing 1 Nethys’s Duality


  • Deck Handler

    Valeros will take a power feat. (Haven't made up my mind yet which one.)

    Blessing 0: 1d1 ⇒ 1


    6-1B: Tangled Sails
    You’ve come to the docks of Vellumis to find your way out of the city, but your aid is badly needed. The docks are crowded with refugees. The Lastwall Knights work to sort the refugees into orderly lines, but everyone is eager to get out of Lastwall as fast as possible. When the prophetically named cargo ship Rolling Waves became overloaded with clamoring passengers and keeled over in the harbor, the Lastwall Knights became far more insistent on strict evacuation scheduling. Tempers are flaring, and rumors of bribery and favoritism are common—despite the scrupulous reputations of the paladins overseeing the evacuation.

    “The riverboat captains aren’t helping,” one of the Lastwall Knights confides in you as you help sort another group of evacuees into the whitewashed warehouses converted into staging areas. “They know that every person they can cram aboard their vessels means more coin for them. I’ve seen crews come to blows over prime mooring positions.”

    As though to prove the knight’s words, a resounding crash echoes across the harbor. Two riverboats collide while maneuvering into the same spot on the dock. The ships lean into each other, their sails hopelessly intertwined. The crews leap to the decks, daggers and belaying pins in hand, swinging at each other. Other crews soon join in the brawl, heedless of the danger to the evacuees lining the docks. The panicked crowd does its best to flee the violence, with refugees rushing back into the city and leaping off boats to avoid the crew’s weapons.

    “This has gotten out of hand,” cries the knight, drawing a cudgel and rushing to intervene. “Help break this up! We can’t get anyone out of Vellumis with the riverboat crews at each other’s throats!”

    A few bruises are the least of your problems; as a jostled refugee tumbles into the water, a triangular fin slices through the surf. The longer this brawl goes on, the better the sharks will feed. While helping the sodden man out of the water, you spy a grinning imp lurking beneath the pier. The devil turns invisible as soon as it notices you. Something more wicked than a mere brawl is at work here.

    LOCATIONS:
    1-Base
    1-Boat
    1-Docks
    1-Fishery
    2-Storehouse
    3-Manor
    4-Library
    5-Repository
    6-Den of Inquity

    STORY BANES:

  • Danger: Rescue
  • Villain: Diabolical Imp
  • Closing Henchmen: Thug, Jigsaw Sharks-Proxy A

    DURING THIS SCENARIO:

  • When the Diabolical Imp woud escape, instead shuffle a number of new barriers equal to the number of locations minus 1 and the Diabolical Imp into a stack, then shuffle a card from that stack into each location. Also do this when the Diabolical Imp is evaded.


  • During This Adventure: Year of Rotting Ruins - Adventure 1: City of Sails and Shrouds
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.

    During This Scenario: 6-1B: Tangled Sails

  • Harrow Suit: Shields
  • Danger: Rescue
  • Villain: Diabolical Imp
  • Closing Henchmen: Thug, Jigsaw Sharks-Proxy A
  • When the Diabolical Imp woud escape, instead shuffle a number of new barriers equal to the number of locations minus 1 and the Diabolical Imp into a stack, then shuffle a card from that stack into each location. Also do this when the Diabolical Imp is evaded.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Shadow
    Monster 1

    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, you must first choose blessings.

    Monster 2
    Spoiler:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.

    Monster 3
    Spoiler:
    Wolf Pack
    Monster 0

    Traits
    Animal

    Check
    Combat
    11
    OR
    Survival
    6

    Powers
    Before acting, a local character summons and encounters this monster.
    If the check to defeat has the Attack or Ranged trait, you may reroll.

    Monster 4
    Spoiler:
    Dire Rat
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Survival
    6

    Powers
    After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
    If undefeated, suffer the scourge Plagued.

    Monster 5
    Spoiler:
    Demonling
    Monster 1

    Traits
    Outsider
    Demon

    Check
    Combat
    8
    OR
    Arcane
    Knowledge
    6

    Powers
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Barrier 2
    Spoiler:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

    Powers
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.

    Barrier 3
    Spoiler:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

    Powers
    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.

    Barrier 4
    Spoiler:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    6+#
    OR
    Knowledge
    Stealth
    8+#

    Powers
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.

    Barrier 5
    Spoiler:
    Labyrinth
    Barrier 1

    Traits
    Obstacle
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    Survival
    8+#

    Powers
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.

    Random Weapons:
    Weapon 1
    Spoiler:
    Returning Starknife
    Weapon 1

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    10

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
    On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Weapon 2
    Spoiler:
    Cold Iron Greatsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    2-handed

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 3
    Spoiler:
    Elven Curve Blade
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Finesse

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 4
    Spoiler:
    Sword Cane
    Weapon 0

    Traits
    Staff
    Melee
    Bludgeoning
    Finesse

    Check
    Strength
    Melee
    Stealth
    6

    Powers
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
    At the end of your turn, recharge to move.

    Weapon 5
    Spoiler:
    Longspear
    Weapon 0

    Traits
    Spear
    Melee
    Piercing
    2-handed

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Random Spells:
    Spell 1
    Spoiler:
    Phantasmal Minion
    Spell 0

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    4

    Powers
    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.

    Spell 2
    Spoiler:
    Toxic Cloud
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

    Powers
    Freely display. While displayed:
    • On combat checks to defeat monsters, add 1d6 and the Poison trait.
    • At the end of the turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spell 3
    Spoiler:
    Frost Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Cold

    Check
    Intelligence
    Arcane
    7

    Powers
    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 9 check to recharge it instead.

    Spell 4
    Spoiler:
    Charm Person
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    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.

    Spell 5
    Spoiler:
    Confusion
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Hide Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    Survival
    3

    Powers
    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.

    Armor 2
    Spoiler:
    Quilted Cloth Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 1.
    • When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.

    Armor 3
    Spoiler:
    Slick Leather
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • On your check to move, add 1d10.
    • 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.

    Armor 4
    Spoiler:
    Heavy Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 5
    Spoiler:
    Magic Hide Armor
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    7

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

    Random Items:
    Item 1
    Spoiler:
    Wand Of Force Missile
    Item 1

    Traits
    Wand
    Magic
    Arcane
    Attack
    Force

    Check
    Intelligence
    Arcane
    6

    Powers
    For your combat check, bury or banish to use Arcane + 2d4.
    On another character’s combat check, bury or banish to add 2d4 and the Force and Magic traits.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.

    Item 2
    Spoiler:
    Staff Of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge to heal a local character a card.

    Item 3
    Spoiler:
    Thieves’ Tools
    Item 0

    Traits
    Tool

    Check
    Dexterity
    Disable
    4

    Powers
    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.

    Item 4
    Spoiler:
    Sacred Candle
    Item 1

    Traits
    Object
    Magic
    Divine

    Check
    Wisdom
    Divine
    10

    Powers
    Bury to draw the hour. You may not play this during an encounter.

    Item 5
    Spoiler:
    Plague Mask
    Item 0

    Traits
    Accessory

    Check
    Intelligence
    Craft
    4

    Powers
    On your check against a Disease or Poison card, reveal to add 1d4.
    When you would suffer the scourge Plagued or Poisoned, reload to not suffer it.

    Random Allies:
    Ally 1
    Spoiler:
    Craftsman
    Ally 1

    Traits
    Dwarf
    Hireling

    Check
    Charisma
    Diplomacy
    6
    OR
    Craft
    4

    Powers
    On a local check against a weapon or an armor, recharge to add 1d8.
    Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.

    Ally 2
    Spoiler:
    Merchant
    Ally 0

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    7

    Powers
    Discard to give a card to another character.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    Ally 3
    Spoiler:
    Dog
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    3

    Powers
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    Ally 4
    Spoiler:
    Priest Of Pharasma
    Ally 1

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Bury to heal a local character 1d4+1 cards.
    Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.

    Ally 5
    Spoiler:
    Korvosan Guard
    Ally 0

    Traits
    Perception
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    6
    OR
    Melee
    Ranged
    5

    Powers
    When a local character suffers damage, recharge to reduce it by 1.
    Discard to explore. This exploration, when you suffer damage, reduce it by 1.

    Random Blessings:
    Blessing 1
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may discard a card to reroll 1 die showing 1 or 2.

    On a local check, bury to reroll 1 or 2 dice.
    Discard to explore.

    Blessing 2
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessing 3
    Spoiler:
    The Owl
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your Survival check is blessed.

    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.

    Blessing 4
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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.

    Blessing 5
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On a local check, discard to bless.
    If the hour’s level is 0, you may recharge instead.
    Discard to explore.

    Turn: 1 Flenta/Gimry

    Top of Blessing Discard Pile: Benefaction - When this is the hour: No effect.

    Top Blessing:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Quinn)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 2 (Turn 3 Valaros)
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, you may recharge a card to add your Intelligence die.

    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 3 (Turn 4 Radillo)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 4 (Turn 5 Alahazra)
    Spoiler:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.

    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

    Blessings Deck Card 5 (Turn 6 Flenta)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 6 (Turn 7 Quinn)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 7 (Turn 8 Valaros)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 8 (Turn 9 Radillo)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 9 (Turn 10 Alahazra)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    On any check, discard to bless.
    On a Dexterity or Charisma check, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 10 (Turn 11 Flenta)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check to close or to guard, add 1d4.

    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Blessings Deck Card 11 (Turn 12 Quinn)
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your non-combat check against a bane is blessed.

    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

    Blessings Deck Card 12 (Turn 13 Valaros)
    Spoiler:
    The Vision
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.

    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.

    Blessings Deck Card 13 (Turn 14 Radillo)
    Spoiler:
    The Marriage
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter an ally.

    On a local check, discard to bless.
    The character attempting the check may add another local character’s die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.

    Blessings Deck Card 14 (Turn 15 Alahazra)
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your check, the difficulty is increased by the number of allies in your hand.

    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.

    Blessings Deck Card 15 (Turn 16 Flenta)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 16 (Turn 17 Quinn)
    Spoiler:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Blessings Deck Card 17 (Turn 18 Valaros)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard an ally, recharge it instead.

    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.

    Blessings Deck Card 18 (Turn 19 Radillo)
    Spoiler:
    The Forge
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, add 1 for each type of boon played.

    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.

    Blessings Deck Card 19 (Turn 20 Alahazra)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On another character’s check, discard to bless.
    To avenge, discard.
    Discard to explore.

    Blessings Deck Card 20 (Turn 21 Flenta)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Blessings Deck Card 21 (Turn 22 Quinn)
    Spoiler:
    The Twin
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, the first item or ally played is played freely.

    When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.

    Blessings Deck Card 22 (Turn 23 Valaros)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    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 Deck Card 23 (Turn 24 Radillo)
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your Knowledge check is blessed.

    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

    Blessings Deck Card 24 (Turn 25 Alahazra)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.

    Blessings Deck Card 25 (Turn 26 Flenta)
    Spoiler:
    The Waxworks
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, discard a blessing or suffer the scourge Exhausted.

    On your check, discard this card and another card to bless twice.
    Discard to explore.

    Blessings Deck Card 26 (Turn 27 Quinn)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a monster.

    When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.

    Blessings Deck Card 27 (Turn 28 Valaros)
    Spoiler:
    Gozreh’s Growth
    Blessing 1

    Traits
    Deity: Gozreh
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Animal or Elemental card, add 1d4.

    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 Deck Card 28 (Turn 29 Radillo)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Outsider card, add 1d4.

    On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Blessings Deck Card 29 (Turn 30 Alahazra)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    Boat
    Traits: Aquatic, Urban
    At This Location: When you move, any local characters may move with you.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1

    Boat Card 1:
    Gem Of Mental Acuity
    Item 1

    Traits
    Object
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.

    Boat Card 2:
    Razor Snare
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    Survival
    6

    Powers
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Boat Card 3:
    Sling
    Weapon 0

    Traits
    Sling
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    3

    Powers
    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.

    Boat Card 4:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Boat Card 5:
    Guide
    Ally 0

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    5

    Powers
    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.

    Boat Card 6:
    Wounded Wanderer
    Barrier 1

    Traits
    Task

    Check
    Wisdom
    Craft
    Divine
    Survival
    8

    Powers
    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.

    Boat Card 7:
    Priest Of Asmodeus
    Ally 1

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    9
    OR
    Arcane
    Divine
    5

    Powers
    On a local check, reveal this card and bury another card to reroll.
    Recharge to explore. This exploration, on your checks, add 1d4.
    After the exploration, bury a card.

    Boat Card 8:
    Blast Stone
    Item 0

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    4

    Powers
    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.

    Boat Card 9:
    Diabolical Imp
    Story Bane Monster 1

    Traits
    Outsider
    Devil

    Check
    Combat
    10
    OR
    Arcane
    Divine
    7

    Powers
    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.

    Boat Card 10:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

    Powers
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.

    Docks
    Traits: Aquatic, Urban
    At This Location: When you would fail a check, you may suffer the scourge Exhausted to reroll.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a card to another character.
    M:2 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1

    Docks Card 1:
    Warhammer
    Weapon 0

    Traits
    Hammer
    Melee
    Bludgeoning

    Check
    Strength
    Melee
    6

    Powers
    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.

    Docks Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Docks Card 3:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    8+##

    Powers
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.

    Docks Card 4:
    Sage
    Ally 0

    Traits
    Human
    Arcanist

    Check
    Charisma
    Diplomacy
    Knowledge
    4

    Powers
    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.

    Docks Card 5:
    Ambush
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    Wisdom
    Perception
    Stealth
    8+#

    Powers
    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.

    Docks Card 6:
    Skeletal Owlbeast
    Monster 1

    Traits
    Undead
    Skeleton

    Check
    Combat
    14

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.

    Docks Card 7:
    Spiked Breastplate
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Docks Card 8:
    Spyglass
    Item 0

    Traits
    Object

    Check
    Wisdom
    Perception
    6

    Powers
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.

    Docks Card 9:
    Gentleman Explorer
    Ally 1

    Traits
    Trigger
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    8
    OR
    Knowledge
    5

    Powers
    On a local check against a barrier or an ally, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.

    Docks Card 10:
    Spiked Volley
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    9

    Powers
    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.

    Fishery
    Traits: Aquatic, Urban, Wild
    At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
    When Closing: Summon and defeat the story bane Jigsaw Shark.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1

    Fishery Card 1:
    Luckstone
    Item 0

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    6

    Powers
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.

    Fishery Card 2:
    Scythe
    Weapon 0

    Traits
    Scythe
    Melee
    Slashing
    2-handed

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Fishery Card 3:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Fishery Card 4:
    Bloodbug
    Monster 0

    Traits
    Animal

    Check
    Combat
    11

    Powers
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

    Fishery Card 5:
    Wand Of Acid Burst
    Item 1

    Traits
    Wand
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    6

    Powers
    For your combat or Disable check, bury or banish to use Arcane + 2d4.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.

    Fishery Card 6:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Fishery Card 7:
    Burglar
    Ally 0

    Traits
    Trigger
    Human
    Rogue

    Check
    Dexterity
    Stealth
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, discard a random boon.
    On a local check to defeat a barrier, recharge to add 1d6.
    Discard to examine the top card of your location; if it is a boon, you may explore.

    Fishery Card 8:
    Strangler
    Monster 1

    Traits
    Aberration

    Check
    Combat
    10

    Powers
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.

    Fishery Card 9:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Fishery Card 10:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

    Powers
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

    Storehouse
    Traits: Urban
    At This Location: Treat your hand size as 1 larger.
    When Closing: Discard your hand.
    When Permanently Closed: Draw 2 new items and banish 1 of them.
    M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1

    Storehouse Card 1:
    Lost Local
    Barrier 0

    Traits
    Task

    Check
    Charisma
    Diplomacy
    5
    OR
    Survival
    7

    Powers
    If undefeated, suffer the scourge Dazed and end your turn.

    Storehouse Card 2:
    Acid Flask
    Item 0

    Traits
    Liquid
    Alchemical
    Attack
    Acid

    Check
    Intelligence
    Craft
    4

    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.

    Storehouse Card 3:
    Tower Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Storehouse Card 4:
    Ogre
    Monster 0

    Traits
    Giant
    Ogre
    Veteran

    Check
    Combat
    12+##

    Powers
    Before acting, each local character suffers 1 Combat damage.

    Storehouse Card 5:
    Shortsword
    Weapon 0

    Traits
    Sword
    Melee
    Piercing
    Finesse

    Check
    Strength
    Stealth
    Melee
    4

    Powers
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.

    Storehouse Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Storehouse Card 7:
    Bastion Boots
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

    Powers
    Recharge to move. You may not use this power during an encounter.
    When you encounter an Obstacle or Trap barrier, recharge to evade it.

    Storehouse Card 8:
    Helm
    Armor 0

    Traits
    Heavy Armor
    Helm

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Storehouse Card 9:
    Guard Dog
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Charisma
    Survival
    6

    Powers
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

    Storehouse Card 10:
    Giantbane Greataxe
    Weapon 1

    Traits
    Axe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    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.

    Manor
    Traits: Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M:0 Ba:2 W:0 Sp:2 Ar:1 I:2 Al:2 Bl:0 ?:1

    Manor Card 1:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Manor Card 2:
    Codex
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    5

    Powers
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.

    Manor Card 3:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Manor Card 4:
    Armored Coat
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    Display. While displayed:
    • When you discard cards as Combat damage, you may reload 1 of those cards.
    • When you suffer any damage, you may bury to reduce it to 0.

    Manor Card 5:
    Enhance
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    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.

    Manor Card 6:
    Concealed Hatch
    Barrier 1

    Traits
    Lock

    Check
    Strength
    5
    OR
    Disable
    3

    Powers
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.

    Manor Card 7:
    Detect Evil
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Manor Card 8:
    Acolyte
    Ally 0

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    4

    Powers
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.

    Manor Card 9:
    Horse
    Ally 0

    Traits
    Animal
    Mount

    Check
    Wisdom
    Charisma
    Survival
    3

    Powers
    Recharge to move. You may not use this power during an encounter.
    Discard to explore. This exploration, on your first check, add 1d4.

    Manor Card 10:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

    Powers
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

    Library
    Traits: Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M:1 Ba:2 W:0 Sp:3 Ar:0 I:2 Al:0 Bl:1 ?:1

    Library Card 1:
    Balmberry
    Item 0

    Traits
    Plant
    Alchemical

    Check
    Wisdom
    Divine
    Survival
    6

    Powers
    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.

    Library Card 2:
    Viper Strike
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    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.

    Library Card 3:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

    Powers
    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.

    Library Card 4:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    The difficulty is increased by the hour’s level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Library Card 5:
    Soothing Word
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Healing

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    6

    Powers
    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.

    Library Card 6:
    Ingratiating Minion
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    Knowledge
    7

    Powers
    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.

    Library Card 7:
    Elemental Treaty
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    Display at your location. While displayed:
    • When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
    • When this location is closed, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Library Card 8:
    The Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a local character fails to acquire a boon, you may bury a card to encounter it.

    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.

    Library Card 9:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 10:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    Repository
    Traits: Sacred, Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M:1 Ba:2 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1

    Repository Card 1:
    Kukri
    Weapon 0

    Traits
    Knife
    Melee
    Slashing
    Finesse

    Check
    Strength
    Acrobatics
    Melee
    4

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.

    Repository Card 2:
    Horn Of Battle Clarity
    Item 0

    Traits
    Instrument
    Magic

    Check
    Charisma
    Melee
    Ranged
    6

    Powers
    On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
    Discard to heal a Hireling or Soldier card.

    Repository Card 3:
    Klar
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    Melee
    Survival
    5

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Repository Card 4:
    Dagger
    Weapon 0

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    3

    Powers
    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.

    Repository Card 5:
    Thug
    Story Bane Monster 0

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    7+#

    Powers
    Before acting, you may either banish a boon or attempt a Strength, Charisma, Diplomacy, or Melee 4+# check. If you fail the check, suffer 1d4 Combat damage.

    Repository Card 6:
    Harrow Deck
    Item 1

    Traits
    Tool
    Magic
    Gambling
    Harrow
    Mental

    Check
    Wisdom
    Perception
    10

    Powers
    Recharge to examine the top 3 cards of any character’s deck and return them in any order.
    Banish to examine the top 3 cards of any location and return them in any order.

    DURING RECOVERY
    Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.

    Repository Card 7:
    Ill Tidings
    Barrier 1

    Traits
    Curse

    Check
    None
    0

    Powers
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

    Repository Card 8:
    Harrowstrike
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Force
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

    Powers
    Display. While displayed:
    • For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
    • At the end of your turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.

    Repository Card 9:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

    Powers
    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.

    Repository Card 10:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

    Powers
    When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
    If undefeated, suffer the scourge Exhausted.
    If defeated, you may examine the top 2 cards of your location.

    Base
    Traits: Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    • Draw a card.
    • Heal a card.
    • Recharge any number of cards.
    • Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0

    No Location Card 1:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

    Powers
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • □ You may bury to examine the top 3 cards of any location.

  • Scarab Sages

    Deck Handler Oracle

    Start at the storehouse for the extra card.

    Alahazra wrote:

    Hand: Blessing of Abadar, Blessing of Sivanah, Researcher, Blessing of the Spellbound 3, Blessing of the Gods 1, Detect Magic (Core), Blessing of the Spellbound 1,
    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Binder's tome adds 1d4 to local combat or charisma checks on reveal. (Adds mental trait)
    Movement: Feel free to use blessings.

    Skills and Powers:
    SKILLS

    Strength d4 ☐ +1 ☐ +2
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d8 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Divine: Charisma +2
    Knowledge: Intelligence +2
    Fortitude: Constutution +2

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Divine, Light Armor
    POWERS:
    For your combat check, you may discard the top card of your deck to use
    your Divine skill + 2d4 plus that card’s adventure deck number and add
    the Attack, Divine, Fire, and Magic traits. This counts as playing a
    spell. (☐ If the discarded card is a spell, you may recharge it
    instead.)

    When you examine 1 or more cards from a character or location deck, you may examine an additional card.

    During your exploration, when you succeed at a check that invokes the
    Fire (☐ or Attack) trait, you may move after you resolve the encounter.

    "


    Deck Handler

    Valeros copies Alahazra and starts at the storehouse for the extra card. Will move to the Fishery on my turn (if possible).

    Valeros wrote:

    Hand: Shock Glaive +1, Crowbar (Core), Kikko Armor, Surgeon, Blessing of the Gods (2), Staff of Minor Healing (Core),

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Alley
    Hero Points: 2
    NOTES:
    Available Support: Feel free to recharge/reload weapon or armor to add a 1d6 to a local combat check (2 total available).
    Other: I can avenge by discarding. 1 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Champion's Do-Maru, Master-at-Arms, Blessing of the Gods (1), Shieldsplitter Lance, Chain Mail (Core), Nine-Ring Sword, Katana +1, Earthbreaker (Core), Blessing of Abadar, Standard Bearer (Core)
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2
    Melee: Strength +2
    Ranged: Dexterity +1
    Fortitude: Constitution +2
    Diplomacy: Charisma +2

    Favored Card: Sword Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Armor Weapon
    POWERS:
    On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☑ 1d6).
    At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
    You may avenge by discarding (□ or recharging) a card.


    Flenta Deck Handler

    The Sorceress will also start at the Storehouse and then head to either the Library or hang out with her favorite Fighter at the Fishery.

    Flenta wrote:

    Hand: Blessing of Abadar, Blessing of the Samurai, Staff of Minor Healing (Core), Wakizashi, Surgeon, Wolfhide Armor,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 2
    "NOTES:
    Other: Paizo reroll used for scenario CoSaS#1?: N "

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Conch Shell, Strength, Longspear (Core), The Real Rabbit Prince, Crowbar (Core), Katana +1, Fiery Glare (Core), Unerring Weapon, Cat-o'-Nine-Tails, Shock Glaive +1
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    - Acrobatics: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☑ +2 ☐ +3
    - Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Weapons ☐ Armors
    POWERS:
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.


    STR d6 | DEX d6 | CON d6 | INT d10 (Disable +1; Know +2) | WIS d8 (Percep +2) | CHA d6 (Diplo +2) Deck handler

    Same - starting at Storehouse.

    Quinn wrote:

    Hand: B of Abadar 2, Embalming Fluid, Troubadour, Burglar's Buckler, Spyglass, Majordomo, Rochin,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Notes: I can bury an item to add add 1d8+2 vs. local barrier.

    Skills and Powers:
    SKILLS

    Strength d6 []+1
    Dexterity d6 []+1 []+2
    Con d6 []+1
    Intelligence d10 [X]+1 [X]+2 []+3 []+4
    Disable: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 []+1 []+2 []+3 []+4
    Perception: Wisdom +2
    Charisma d6 []+1 []+2 []+3
    Diplomacy: Charisma +2

    Favored Card: Item
    Hand Size 6 [] 7
    Proficient with: Nothing
    Powers:
    For check invoking Finesse, may recharge card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On local check vs. barrier, may bury an item to add Perception.
    At ([X] start or) end of turn, may examine top card of your location.

    Hero Points: 3


    Radillo's Deck Manager

    Sphere of Fire replaces Lightning Touch and Magical Child fills the empty ally spot in Radillo's deck.

    Radillo will start at the Storehouse for the extra card then move to Manor. The location power should work nicely with her power.

    Radillo wrote:

    Hand: Pyrotechnic Blast, Sphere of Fire, Binder's Tome, Chronicler, Toad, Blessing of the Spellbound, Blessing of Pharasma,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Current Location: Storehouse
    Hero Points: 3 // Radillo has the following scourges marked:
    Entangled:
    While Marked:
    You cannot evade or move.

    When your location is closed, remove this scourge.


    NOTES:
    Available Support: Blessing available. Binder's Tome reveals to add 1d4 and Mental to all local combat or Charisma checks.
    Other: Dice Re-Roll Used for 6-1B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Clinging Venom, Spellbook, Apprentice, Augury, Locate Object, Blessing of Abadar, Frost Ray, Magical Child, Fire Snake, Fox
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2
    Constitution d4 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Arcane: Intelligence + 3
    Wisdom d4 ☐ +1 ☐ +2
    Charisma d10 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma + 3

    Favored Card: Spell or Ally
    Hand Size: 6 ☐ 7
    Proficiencies:
    Mental
    POWERS:
    When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ( [ ] or an ally), you may put it on top of your deck ( [ X ] or add it to your hand).
    When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
    You automatically succeed at your check to recharge ( [ ] or acquire) a boon that has the Mental trait.

    1 to 50 of 727 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / [PACS] [Gameday VIII] Year of Rotting Ruins [MorkXII] All Messageboards

    Want to post a reply? Sign in.