| wkover - Quinn |
Everyone starts @ Cathedral.
Hand: The Publican, Thieves' Tools (Core), Blackjack's Rapier, Djinn, Naval Hero, Elixir of Healing, Plaguebringer's Mask,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 4
NOTES:
Available Support: Any item buries to add 1d8+2 vs. local barrier. "
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge: Intelligence +2
Disable: Intelligence +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
None
POWERS: (Empiricist)
For check invoking Finesse, may recharge ([X] or reload) a 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.
[X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
[X] When you defeat a barrier, you may heal a card.
Mat Reroll Used?: Y
Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik, Lemore (upgraded)
| Valeros - Katlyn99 |
Starting at Cathedral with everyone else.
Hand: Longsword +2, Belt of Giant Strength, Champion's Do-Maru, Blessing of Abadar, Lady Of Valor (Loot),
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Cathedral
Hero Points Available: 2/2
Hero Points used: 0
Reroll Used: No
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. 2 blessing(s) available.
Middle of Deck (Unknown Order): Surgeon, Breakaway Spear, Tripartite Spear +2, Katana +1, Fortified Breastplate, Chain Mail (Core), Shieldsplitter Lance, Gem of Physical Prowess, Evangelist, Soldier (Core), Staff of Minor Healing (Core), Blessing of Angradd, Retriever
Recharged:
Discard Pile:
Buried Pile:
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 ☐ 6
Proficiencies:
Armor Weapon
POWERS:
On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
☐When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)
| Valeros - Katlyn99 |
WHEN THIS IS THE HOUR: The Twin
Start of Turn: On your check, the first item or ally played is played freely.
Explore: Metal Cobra
Reveal belt of giant strength, Reveal longsword, discard BoAbadar to bless.
Combat 12+4 (resistant to melee): 1d10 + 5 + 1d8 + 2 + 1 + 1d10 ⇒ (4) + 5 + (6) + 2 + 1 + (2) = 20
Successs. Heal a blessing. - BoAbadar
Running out of time to post so going to stop here.
Hand: Longsword +2, Belt of Giant Strength, Champion's Do-Maru, Surgeon, Lady Of Valor (Loot),
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Cathedral
Hero Points Available: 2/2
Hero Points used: 0
Reroll Used: No
NOTES:
Available Support: Feel free to recharge/reload weapon or armor to add a 1d6 to a local combat check (3 total available).
Other: I can avenge by discarding. 1 blessing(s) available.
Middle of Deck (Unknown Order): Shieldsplitter Lance, Soldier (Core), Blessing of Angradd, Chain Mail (Core), Fortified Breastplate, Breakaway Spear, Katana +1, Evangelist, Gem of Physical Prowess, Staff of Minor Healing (Core), Retriever, Tripartite Spear +2, Blessing of Abadar
Recharged:
Discard Pile:
Buried Pile:
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 ☐ 6
Proficiencies:
Armor Weapon
POWERS:
On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
☐When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)
| Radillo - WilderRedbeard |
Swap in Ice Chemist for Apprentice.
Add Enervation (Spell 2) to fill in empty Spell slot.
Swap in Pharasma's Knowing for Sands of the Hour.
Start at Cathedral with the gang.
Hand: Create Mindscape, Frost Ray, Pyrotechnic Blast, Spellbook, Acadamae Scholar, Pharasma's Knowing (loot),
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Cathedral
Hero Points: 8
NOTES:
Available Support: When any local character attempts a check to defeat a monster, Radillo can recharge an ally to reduce the difficulty of that check by 1 plus the adventure deck number of the recharged ally.
Other: Dice Re-Roll Used for 6-4B?: N
Middle of Deck (Unknown Order): Korvosan House Drake, Fly, Binder's Tome, Blessing of Pharasma, Enervation, Embiggen, Life Drain, Bound Imp, Ice Chemist, Fire Snake, Blessing of Sivanah, Twisted Space, Cleric of Nethys
Recharged:
Discard Pile:
Buried Pile:
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: Puppet Master (Role Card)
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 ( [X] 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.
[X] When you discard an ally to explore your location, you may recharge a random ally from your discard pile.
[X] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ( ☐ 2) plus the adventure deck number of the recharged ally, if any.
| Flenta - Gimry |
Swap in Fireball beads for Codex
"
Hand: Fiery Glare (Core), Shieldsplitter Lance, Frost Ray, Fireball Beads, Four-Mirror Armor,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 7
NOTES:
Available Support: Iomedaes Justice Available
Other: Paizo reroll used for scenario 6-4A?: N
Middle of Deck (Unknown Order): Wand of Acid Burst, Tripartite Spear +2, Gem of Physical Prowess, Blessing of the Samurai, The Rakshasa, Iomedae's Justice, Katana +1, Wolfhide Armor, Embiggen, Shock Glaive +1 (2), Dwarven Earthbreaker +1, Legionnaire Chaplain, Unerring Weapon
Recharged:
Discard Pile:
Buried Pile:
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.
☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☑ You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
| Radillo - WilderRedbeard |
The hour of Shelyn's Song
When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
Display Create Mindscape at Cathedral.
Radillo stands in front of the doors of the cathedral with the rest of the party. The gargoyles press in from all sides.
Explore:
Traits
Aberration
Electricity
Check
Combat
13
Powers
Immune to Attack. All damage is Electricity damage.
After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.
Combat 13-4=9: 3d6 + 1d4 ⇒ (4, 2, 4) + (3) = 13 defeated & banished
Heal blessing per location power.
A will-o'-wisp appears in aid of the gargoyles and is attracted to Radillo's arcane energy. She thrusts her fist into the ball or arcane energy and absorbs it until it dissipates.
Reset hand and end turn.
Hand: Twisted Space, Frost Ray, Pyrotechnic Blast, Embiggen, Spellbook, Acadamae Scholar,
Displayed: Create Mindscape,
Deck: 12 Discard: 0 Buried: 0
Current Location: Cathedral
Hero Points: 8
NOTES:
Available Support: Embiggen & Twisted Space available. Create Mindscape is displayed at Cathedral. When any local character attempts a check to defeat a monster, Radillo can recharge an ally to reduce the difficulty of that check by 1 plus the adventure deck number of the recharged ally (Academae Scholar: 1+3).
Other: Dice Re-Roll Used for 6-4B?: N
Middle of Deck (Unknown Order): Blessing of Pharasma, Blessing of Sivanah, Ice Chemist, Binder's Tome, Life Drain, Fire Snake, Bound Imp, Fly, Cleric of Nethys, Pharasma's Knowing (loot), Enervation, Korvosan House Drake
Recharged:
Discard Pile:
Buried Pile:
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: Puppet Master (Role Card)
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 ( [X] 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.
[X] When you discard an ally to explore your location, you may recharge a random ally from your discard pile.
[X] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ( ☐ 2) plus the adventure deck number of the recharged ally, if any.
ACG - Alahazra
|
Turn 3: The Sickness
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
SoT: Examine the top two cards. (Eternal Glyphs, The Healing Light)
Free Explore: Eternal Glyphs (Knowledge 13)
Discard Blessing of Abadar to bless twice.
Knowledge 13: 1d10 + 3 + 2d10 ⇒ (4) + 3 + (1, 9) = 17 -> Defeated
Discard Blessing of the Spellbound to explore.
Explore 2: The Healing Light (Divine 8)
Divine 8: 1d12 + 5 ⇒ (5) + 5 = 10 -> Success, added to hand.
Discard The Healing Light to explore again.
Explore 3: Prayer (Divine 3)
Autoacquired.
Discard Prayer to examine the top two cards (Ash Giant, and The Gold-Fisted)
Choose not to explore. Play Fly to examine the top two cards of the Bridge (Ashwing Gargoyle, Harpy) and Tenements (Sklar-quah Thundercaller, Lucky Starknife)
Recover Fly 10: 1d12 + 5 ⇒ (3) + 5 = 8
Edit: Forgot create Mindscape: Extra: 1d4 ⇒ 3 -> Fly recharges
EOT: Examine the same cards as revealed by prayer.
Hand: Channel the Gift, Fire Snake, Bound Elemental, Bound Lantern Archon, Holy Javelin, Cure (Core),
Displayed:
Deck: 9 Discard: 5 Buried: 0
Current Location: Plaza
Hero Points: 7
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.
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. ([x] 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.
[x] At the ([] start and/or) end of your turn, you may examine the top card of your location deck.
| BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 4: What Stalks in Shadows
Story Banes | Scourges | Loot
During This Scenario: 6-4B: Rock and Steel
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 2
Traits
Undead
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Monster 4
Traits
Outsider
Demon
Check
Combat
24
Powers
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
Monster 2
Traits
Construct
Check
Combat
12
OR
Craft
8
Powers
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Monster 2
Traits
Outsider
Check
Combat
13
Powers
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Barrier 3
Traits
Skirmish
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
13
Powers
If undefeated, reload a new monster into your location, then banish this barrier.
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 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 1
Traits
Cache
Veteran
Check
Intelligence
Knowledge
7+#
Powers
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Barrier 3
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Weapon 3
Traits
Sword
Melee
Slashing
Finesse
Magic
Red Mantis
Veteran
Check
Strength
Acrobatics
Melee
13
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
Weapon 2
Traits
Polearm
Melee
Slashing
2-handed
Electricity
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
Traits
Axe
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
Weapon 4
Traits
Loot
Knife
Melee
Ranged
Piercing
Finesse
Magic
Blackjack
Check
Strength
Dexterity
Melee
Ranged
Stealth
11
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character’s combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
Weapon 4
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
On any combat check, freely banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
12
Powers
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead.
Spell 3
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Spell P2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Freely display next to a local character. While displayed:
• Exchange all of that character’s dice for dice of these sizes: d4→d8, d6→d10, d8→d12, d10→d12, d12→d20 (if you have one).
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
Armor 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
• When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Armor 2
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
11
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.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Acrobatics
Fortitude
10
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 Acrobatics modifier.
Item 2
Traits
Object
Magic
Check
Charisma
Diplomacy
Fortitude
Melee
10
Powers
Display. While displayed:
• On all combat checks, add 1. If any character fails a combat check, bury this item.
• You may bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Item 4
Traits
Wand
Divine
Magic
Healing
Check
Wisdom
Divine
10
Powers
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Item 3
Traits
Tool
Magic
Gambling
Check
Intelligence
Craft
Disable
10
Powers
Recharge to examine the bottom 3 cards of any character’s deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Item 2
Traits
Accessory
Magic
Check
Constitution
Fortitude
9
Powers
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
Item 4
Traits
Accessory
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
9
Powers
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
Ally 2
Traits
Ooze
Alchemical
Acid
Check
Intelligence
Craft
9
OR
Wisdom
Survival
11
Powers
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
Knowledge
9
Powers
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
Ally 4
Traits
Human
Spy
Check
Charisma
Diplomacy
11
OR
Knowledge
10
Powers
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
Ally 3
Traits
Loot
Human
Aristocrat
Check
Charisma
Diplomacy
7
OR
Banish A Weapon
0
Powers
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
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 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 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.
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.
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.
Turn: 4 Flenta/Gimry
Top of Blessing Discard Pile: Pharasma’s Knowing - When this is the hour: On your check against an Undead card, add 1d6.
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 Remaining: 26
Blessings Deck
Blessing 1
Traits
Deity: Urgathoa
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
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 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 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 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 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 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 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 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 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.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
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.
Blessing 3
Traits
Deity: Gozreh
Divine
Check
Wisdom
Divine
Survival
8
Powers
WHEN THIS IS THE HOUR
At the start of the turn, any character may recharge a card to move.
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
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.
Blessing 1
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish
A
Boon
5+#
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
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.
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 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.
Blessing 3
Traits
Deity: Asmodeus
Divine
Check
Charisma
Diplomacy
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would fail a check, you may bury 1 card to reroll 1 die.
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
Blessing 1
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
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 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.
Blessing 3
Traits
Deity: Zon-kuthon
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Tavern
Traits: Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:3 Bl:0 ?:1
Ally 3
Traits
Human
Hellknight
Check
Charisma
Diplomacy
11
Powers
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Ally 4
Traits
Aberration
Check
Wisdom
Survival
9
Powers
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards’ before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Item 2
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
10
Powers
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Ally 4
Traits
Human
Oracle
Respect
Check
Charisma
Diplomacy
Divine
12
OR
Recharge A Respect Boon
0
Powers
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
Monster 2
Traits
Perception
Elemental
Check
Combat
13
Powers
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Spell 3
Traits
Magic
Arcane
Healing
Check
Intelligence
Arcane
8
Powers
Display next to a location. While displayed:
• Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
• At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Barrier 3
Traits
Obstacle
Construct
Elemental
Electricity
Check
Dexterity
Constitution
Acrobatics
Fortitude
10
Powers
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Monster 3
Traits
Animal
Check
Combat
17
Powers
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Story Bane Monster 4
Traits
Gargoyle
Check
Combat
23
Powers
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Item 2
Traits
Liquid
Paint
Check
Melee
Divine
5
Powers
Display. While displayed:
• On your checks against Undead banes, add 1d8.
• When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Cathedral
Traits: Sacred, Urban
At This Location: When you defeat a monster, heal a blessing.
When Closing: Bury a blessing.
When Permanently Closed: You may heal a blessing.
M:1 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: everybody
Notes: Create Mindscape displayed
Monster 4
Traits
Giant
Check
Combat
22
Powers
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Blessing 3
Traits
Deity: Abadar
Divine
Check
Craft
Divine
8
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, you may recharge a card.
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Ally 2
Traits
Dragon
Check
Wisdom
Arcane
Survival
9
Powers
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
Spell 2
Traits
Magic
Arcane
Divine
Attack
Fire
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
7
Powers
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
Story Bane Monster 4
Traits
Gargoyle
Check
Combat
23
Powers
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Bridge
Traits: Urban
At This Location: Non-story banes cannot be evaded.
When Closing: Bury an ally.
When Permanently Closed: No effect.
M:2 Ba:3 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
Story Bane Monster 4
Traits
Gargoyle
Check
Combat
23
Powers
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Monster 2
Traits
Harpy
Check
Combat
10
Powers
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Barrier 2
Traits
Obstacle
Task
Check
Intelligence
Diplomacy
Disable
Stealth
8
Powers
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Barrier 2
Traits
Cache
Check
Intelligence
Knowledge
10
Powers
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Ally 3
Traits
Human
Soldier
Check
Dexterity
Ranged
11
THEN
Charisma
Diplomacy
10
Powers
On the first combat check of a turn, if it is local, recharge to add 1d8.
Discard to explore. This exploration, on your first combat check, add 1d8.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Loot
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Display. While displayed:
• For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
• On another local character’s combat check, add 1d4 and the Magic trait.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Barrier 3
Traits
Trigger
Trap
Construct
Check
Wisdom
Disable
Perception
Stealth
13
Powers
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Weapon 2
Traits
Bow
Ranged
Piercing
2-handed
Cold
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Monster 2
Traits
Aberration
Trap
Check
Combat
15
OR
Wisdom
Perception
9
Powers
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
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.
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 ?:1
Ally 4
Traits
Human
Skald
Respect
Check
Charisma
Diplomacy
11
OR
Summon And Defeat A Barrier
0
Powers
Display. While displayed:
• On all Strength and Acrobatics checks, add 1d6.
• At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Weapon 2
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
11
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Story Bane Monster 4
Traits
Gargoyle
Check
Combat
23
Powers
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Monster 3
Traits
Undead
Skeleton
Check
Combat
17
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
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 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Ally 2
Traits
Human
Hireling
Check
Charisma
Diplomacy
9
OR
Bury A Healing Card
0
Powers
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
Blessing 3
Traits
Deity: Nethys
Divine
Check
Intelligence
Arcane
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would examine the top card of a location, you may examine the top 2 cards instead.
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Item 4
Traits
Loot
Clothing
Magic
Blackjack
Check
Dexterity
Disable
10
OR
Wisdom
Perception
13
Powers
Display. While displayed:
• You may recharge to heal a Blackjack weapon.
• You may recharge to move. You may not use this power during an encounter.
• On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Armor 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
Melee
Survival
9
Powers
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Stable
Traits: Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:1
Item 2
Traits
Wand
Magic
Arcane
Divine
Attack
Fire
Veteran
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
11
Powers
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Ally 4
Traits
Outsider
Agathion
Healing
Check
Wisdom
Survival
11
OR
Divine
9
Powers
At the end of a local character’s turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
Ally 2
Traits
Human
Soldier
Check
Charisma
Diplomacy
Knowledge
10
Powers
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Monster 2
Traits
Fey
Swarm
Check
Combat
13
OR
Dexterity
Acrobatics
10
Powers
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
Armor 3
Traits
Heavy Armor
Magic
Loot
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer any damage, you may recharge to reduce it by 1.
• When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
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.
Barrier 4
Traits
Trap
Magic
Check
Dexterity
Disable
12
OR
Arcane
Divine
15
Powers
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
• At the start and end of your turn, recharge a random Magic boon.
• When this location is closed, banish this barrier.
Story Bane Monster 4
Traits
Gargoyle
Check
Combat
23
Powers
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Monster 4
Traits
Animal
Swarm
Check
Combat
10
THEN
Combat
11
THEN
Combat
12
Powers
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
Ally 2
Traits
Lycanthrope
Hireling
Check
Wisdom
Survival
8
OR
Charisma
Diplomacy
10
Powers
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
Rooftops
Traits: Urban
At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M:1 Ba:3 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:1 ?:1
Monster 3
Traits
Aberration
Manticore
Check
Combat
15
Powers
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
Ally 2
Traits
Construct
Magic
Check
Intelligence
Arcane
Craft
8
OR
Charisma
Diplomacy
10
Powers
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
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 4
Traits
Task
Respect
Check
Strength
7
OR
Constitution
Fortitude
12
Powers
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Ally 3
Traits
Human
Aristocrat
Rogue
Check
Charisma
Diplomacy
Stealth
12
Powers
On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Weapon 3
Traits
Chain
Ranged
Bludgeoning
Acid
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. 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.
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.
Story Bane Monster 4
Traits
Gargoyle
Check
Combat
23
Powers
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Item 2
Traits
Instrument
Magic
Check
Constitution
Fortitude
7
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
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.
| Flenta - Gimry |
Once again, Al points out the dangers that lie ahead. In this case, a freakishly huge Ash Giant blocks our way forward.
Monster 4
Traits
Giant
Check
Combat
22
Powers
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Calling out to Valeros, I ready a Frost Ray to disperse of the giant.
Combat 22: 1d8 + 5 + 2d6 + 1d6 + 1d4 + 1d6 ⇒ (5) + 5 + (6, 6) + (1) + (3) + (4) = 30
Arcane - 1d8+5
Frost Ray - 2d6+1d6
Create Mindscape - 1d4
Valeros Aid - 1d6
Ask Val for Combat aid
'It's all in the wrists' I mutter to myself as I watch the frost ray shatter the giant before he could react.
Banish Frost Ray and recharge Enervate from the Box
I REALLY want to get rid of Unerring Weapon, so if anyone does a weapon combat and doesn't use a spell, please use it so I can replace it.
"
Hand: Fiery Glare (Core), Shieldsplitter Lance, Unerring Weapon, Fireball Beads, Embiggen,
Displayed: Four-Mirror Armor,
Deck: 12 Discard: 0 Buried: 0
Hero Points: 7
NOTES:
Available Support:
Other: Paizo reroll used for scenario 6-4B?: N
Middle of Deck (Unknown Order): Iomedae's Justice, Legionnaire Chaplain, The Rakshasa, Shock Glaive +1 (2), Katana +1, Dwarven Earthbreaker +1, Blessing of the Samurai, Gem of Physical Prowess, Wand of Acid Burst, Tripartite Spear +2, Wolfhide Armor
Recharged: Enervation,
Discard Pile:
Buried Pile:
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.
☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☑ You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
| wkover - Quinn |
Urgathoa’s Gluttony
WHEN THIS IS THE HOUR
On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
Boo. This is a nasty hour. Even if I get the Blessing 3, I won't have it available to bury to close. Asking Radillo for Embiggen, since am planning on exploring a few times.
Explore, encounter Gold-Fisted blessing.
Craft 8 w/ hour power, Embiggen, Mindscape: 1d8 + 1d10 ⇒ (4) + (8) = 12 - blessing 3 acquired and buried, per hour
DIscard Naval Hero to explore again, encounter Korvosan House Drake.
Wis 8 to acquire w/ hour power, Embiggen, Mindscape: 1d12 + 1d10 + 1d8 ⇒ (5) + (7) + (6) = 18 - ally acquired and buried, per hour
Discard Djinn to examine next card: Heat Metal, is a boon so can encounter and then keep exploring.
Int 9 w/ hour power, Embiggen, Mindscape: 1d12 + 1d10 + 1d8 ⇒ (9) + (6) + (3) = 18 - Spell 2 acquired and buried, per hour
Now keep exploring, w/ Djinn. Encounter Gargoyle, henchman. Resistant to Melee and Vulnerable to magic. Using a magic melee weapon, so those cancel.
Combat 23 w/ rapier (reloaded), Embiggen, Mindscape (int-based combat), reloaded Mask: 1d12 + 1d10 + 2 + 4 + 5 + 1d8 + 1d12 ⇒ (9) + (9) + 2 + 4 + 5 + (3) + (3) = 35 - Gargoyle defeated
Burying Publican blessing to close location.
Hand: Armor of Insults, Thieves' Tools (Core), Blackjack's Rapier, Humanbane Rapier, Keen Rapier, Elixir of Healing, Plaguebringer's Mask,
Displayed:
Deck: 8 Discard: 2 Buried: 4
Hero Points: 4
"NOTES:
Available Support: Any item buries to add 1d8+2 vs. local barrier. "
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge: Intelligence +2
Disable: Intelligence +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
None
POWERS: (Empiricist)
For check invoking Finesse, may recharge ([X] or reload) a 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.
[X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
[X] When you defeat a barrier, you may heal a card.
Mat Reroll Used?: Y
Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik, Lemore (upgraded)
Embiggen used. Cathedral is closed. Everyone moves to Bridge.
| Radillo - WilderRedbeard |
Off turn: Display Embiggen next to Quinn.
End of turn Spell recovery, revealing Spellbook:
Embiggen - Arcane 10: 1d12 + 6 + 1d8 ⇒ (1) + 6 + (3) = 10 recharged
Creat Mindscape - Arcane 11: 1d10 + 6 + 1d4 ⇒ (6) + 6 + (2) = 14 recharged
Hand: Twisted Space, Frost Ray, Pyrotechnic Blast, Spellbook, Acadamae Scholar,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Bridge
Hero Points: 8
NOTES:
Available Support: Twisted Space available. When any local character attempts a check to defeat a monster, Radillo can recharge an ally to reduce the difficulty of that check by 1 plus the adventure deck number of the recharged ally.
Other: Dice Re-Roll Used for 6-4B?: N
Middle of Deck (Unknown Order): Fire Snake, Binder's Tome, Pharasma's Knowing (loot), Blessing of Sivanah, Blessing of Pharasma, Enervation, Life Drain, Korvosan House Drake, Cleric of Nethys, Fly, Bound Imp, Ice Chemist
Recharged: Embiggen, Create Mindscape,
Discard Pile:
Buried Pile:
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: Puppet Master (Role Card)
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 ( [X] 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.
[X] When you discard an ally to explore your location, you may recharge a random ally from your discard pile.
[X] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ( ☐ 2) plus the adventure deck number of the recharged ally, if any.
| wkover - Quinn |
Still on my turn - Val is going to take the Danger, per scenario power. Also, Quinn (and everyone else) needs to take 1 ranged damage from Besieged from the move to the Bridge.
To fix turn, Quinn discards Thieves' Tools to ranged damage. Then banish/recover Elixir to remove Wounded Scourge from Gargoyle.
Hand: Armor of Insults, Humanbane Rapier, Blackjack's Rapier, Keen Rapier, Plaguebringer's Mask, Elixir of Focus, The Carnival,
Displayed:
Deck: 7 Discard: 3 Buried: 4
Hero Points: 4
"NOTES:
Available Support: Any item buries to add 1d8+2 vs. local barrier. "
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge: Intelligence +2
Disable: Intelligence +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
None
POWERS: (Empiricist)
For check invoking Finesse, may recharge ([X] or reload) a 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.
[X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
[X] When you defeat a barrier, you may heal a card.
Mat Reroll Used?: Y
Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik, Lemore (upgraded)
On Quinn's turn: Everyone needs to take 1 Ranged Combat damage from move to bridge, per scenario power.
| Valeros - Katlyn99 |
OFF-TURN ACTIONS: Radillos turn - recharge surgeon, Flentas turn - recharge champions do maru, Quinns turn - summon and encounter danger. Flenta plays unerring weapon on Val before Quinns last explore.
Summon: Ashwing Gargoyle
Reveal belt of giant strength, Discard longsword
Combat 23 (resistant to melee, vulnerable to magic so they cancel): 1d10 + 5 + 1d8 + 2 + 1 + 1d6 + 1d4 ⇒ (10) + 5 + (3) + 2 + 1 + (2) + (2) = 25
Valeros is wounded as they are human.
Hourglass Discard: Torag’s Power
WHEN THIS IS THE HOUR: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
Start of Turn: Wounded - Discard top card of deck: Retreiver
Choosing not to explore.
End of Turn Actions: Recharge Longsword
Hand: Gem of Physical Prowess, Belt of Giant Strength, Tripartite Spear +2, Evangelist, Lady Of Valor (Loot),
Displayed:
Deck: 12 Discard: 1 Buried: 0
Current Location: (soon to be) Tenement
Hero Points Available: 2/2
Hero Points used: 0
Reroll Used: No // Valeros has the following scourges marked:Wounded:While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: Feel free to recharge/reload weapon or armor to add a 1d6 to a local combat check (1 available, keeping weapon in hand for gargoyle fight).
Other: I can avenge by discarding. 1 blessing(s) available.
Middle of Deck (Unknown Order): Chain Mail (Core), Blessing of Abadar, Staff of Minor Healing (Core), Breakaway Spear, Katana +1, Fortified Breastplate, Soldier (Core), Blessing of Angradd, Shieldsplitter Lance
Recharged: Surgeon, Champion's Do-Maru, Longsword +2,
Discard Pile:
Buried Pile:
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 ☐ 6
Proficiencies:
Armor Weapon
POWERS:
On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
☐When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)
| Valeros - Katlyn99 |
Update:
Forgot about the wildcard besieged. Discarded belt of giant strength
Hand: Gem of Physical Prowess, Breakaway Spear, Tripartite Spear +2, Evangelist, Lady Of Valor (Loot),
Displayed:
Deck: 11 Discard: 2 Buried: 0
Current Location: (soon to be) Tenement
Hero Points Available: 2/2
Hero Points used: 0
Reroll Used: No // Valeros has the following scourges marked:Wounded:While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: Feel free to recharge/reload weapon/armor/ally to add a 1d6 to a local combat check (2 available, keeping one weapon in hand for gargoyle fight).
Other: I can avenge by discarding. 1 blessing(s) available.
Middle of Deck (Unknown Order): Blessing of Abadar, Shieldsplitter Lance, Blessing of Angradd, Staff of Minor Healing (Core), Fortified Breastplate, Katana +1, Soldier (Core), Chain Mail (Core)
Recharged: Surgeon, Champion's Do-Maru, Longsword +2,
Discard Pile:
Buried Pile:
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 ☐ 6
Proficiencies:
Armor Weapon
POWERS:
On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
☐When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)
| Radillo - WilderRedbeard |
Forgot about Besieged. Discard Pyrotechnic Blast for Ranged Combat Damage.
Start of turn: Hour of Abadar's Law
When this is the hour: On your check to close or to guard, add 1d4.
Radillo heads across the bridge with a gargoyle in pursuit.
Explore:
Traits
Gargoyle
Check
Combat
23
Powers
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Combat 23-4=19: 1d10 + 6 + 3d6 ⇒ (5) + 6 + (1, 3, 4) = 19 defeated
A local character summons and encounters an Ashwing Gargoyle. Radillo places Twisted Space in recovery to evade and draws Embiggen from bottom of deck.
Radillo blasts the gargoyle with a frost bolt to knock it off her trail. Once the rest of the group is across the bridge, she warps perceived reality and prevents the gargoyles from pursuing them across the distorted bridge. "Ha! They'll have to find another way around!" Radillo shouts in excited, albeit premature, celebration.
Bury Academae Scholar to close location. All characters move to Tenement and suffer 1 Ranged Combat Damage. Radillo discards Create Mindscape for damage.
Radillo ends her turn.
Radillo attempts to recover all cards in her Recovery pile.
Frost Ray: Arcane 9: 1d10 + 6 + 1d4 ⇒ (5) + 6 + (2) = 13 -> Frost Ray recharged.
Twisted Space: Arcane 10: 1d10 + 6 + 1d4 ⇒ (6) + 6 + (2) = 14 -> Twisted Space recharged.
Radillo resets her hand.
Hand: Fire Snake, Fly, Spellbook, Ice Chemist, Korvosan House Drake, Blessing of Sivanah,
Displayed:
Deck: 10 Discard: 2 Buried: 1
Current Location: Tenement
Hero Points: 8
NOTES:
Available Support: When any local character attempts a check to defeat a monster, Radillo can recharge an ally to reduce the difficulty of that check by 1 plus the adventure deck number of the recharged ally (Ice Chemist: 1+4, Korvosan House Drake: 1+2).
Other: Dice Re-Roll Used for 6-4B?: N
Middle of Deck (Unknown Order): Bound Imp, Pharasma's Knowing (loot), Cleric of Nethys, Enervation, Blessing of Pharasma, Life Drain, Binder's Tome
Recharged: Embiggen, Frost Ray, Twisted Space,
Discard Pile:
Buried Pile:
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: Puppet Master (Role Card)
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 ( [X] 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.
[X] When you discard an ally to explore your location, you may recharge a random ally from your discard pile.
[X] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ( ☐ 2) plus the adventure deck number of the recharged ally, if any.
ACG - Alahazra
|
Off turn: Discard Holy Javelin for 1 combat damage when moving to Tenements.
Turn 8: Sands of the Hour.
WHEN THIS IS THE HOUR
No effect.
SoT: Examine the two known cards.
Free Explore: Sklar-quah Thundercaller (Charsima 11)
Bury Bound Elemental to add 1d8
Charisma 11: 1d12 + 3 + 1d8 ⇒ (6) + 3 + (8) = 17 -> Added to hand.
Play Cure on Al. Heal: 1d4 + 1 ⇒ (4) + 1 = 5 -> Heal everything except Prayer
End turn, reset hand.
Next two cards: Lucky Starknife and Ashwing Gargoyle
Recharge Cure 8: 1d12 + 5 ⇒ (4) + 5 = 9 -> Recharged
Hand: Channel the Gift, Fire Snake, Thundercaller, The Healing Light, Holy Javelin, Blessing of the Spellbound 3,
Displayed:
Deck: 13 Discard: 1 Buried: 1
Current Location: Plaza
Hero Points: 7
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.
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. ([x] 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.
[x] At the ([] start and/or) end of your turn, you may examine the top card of your location deck.
| wkover - Quinn |
Out of turn - recharging armor to prevent ranged combat damage.
Hand: Humanbane Rapier, Blackjack's Rapier, Keen Rapier, Plaguebringer's Mask, Elixir of Focus, The Carnival,
Displayed:
Deck: 8 Discard: 3 Buried: 4
Hero Points: 4
"NOTES:
Available Support: Any item buries to add 1d8+2 vs. local barrier. "
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge: Intelligence +2
Disable: Intelligence +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
None
POWERS: (Empiricist)
For check invoking Finesse, may recharge ([X] or reload) a 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.
[X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
[X] When you defeat a barrier, you may heal a card.
Mat Reroll Used?: N
Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik, Lemore (upgraded)
| BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 4: What Stalks in Shadows
Story Banes | Scourges | Loot
During This Scenario: 6-4B: Rock and Steel
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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.
Monster 3
Traits
Outsider
Devil
Check
Combat
17
OR
Arcane
10
Powers
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
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.
Monster 4
Traits
Animal
Check
Combat
19
Powers
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
Monster 2
Traits
Outsider
Check
Combat
11
Powers
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
Barrier 2
Traits
Trigger
Lock
Skirmish
Check
Wisdom
Disable
Stealth
9
Powers
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Barrier 3
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Barrier 3
Traits
Trigger
Trap
Construct
Check
Wisdom
Disable
Perception
Stealth
13
Powers
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
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 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.
Weapon 2
Traits
Axe
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
Weapon 4
Traits
Hammer
Melee
Bludgeoning
2-handed
Respect
Magic
Check
Strength
Melee
15
Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; 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, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Weapon 2
Traits
Scythe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non–story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Acrobatics
Melee
11
Powers
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
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.
Spell 3
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
11
Powers
Display. While displayed:
• For your combat checks, you may use Arcane + 3d6.
• At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
12
OR
Wisdom
Divine
3
Powers
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
• At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
11
Powers
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Armor 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
• On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
Armor P3
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Display. While displayed:
• You may evade Undead monsters you encounter.
• When you suffer any damage, you may draw this card to reduce it by 1.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
Armor 4
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Item 3
Traits
Object
Magic
Check
Wisdom
Survival
10
Powers
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Item 3
Traits
Wand
Magic
Arcane
Check
Intelligence
Arcane
10
Powers
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Item 4
Traits
Liquid
Paint
Respect
Check
Melee
Fortitude
7
Powers
Display. While displayed:
• When you suffer Electricity or Fire damage, reduce it by 3.
• When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Item 2
Traits
Accessory
Magic
Check
Constitution
Fortitude
9
Powers
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
Ally 4
Traits
Animal
Check
Wisdom
Survival
12
Powers
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
Ally 3
Traits
Loot
Human
Bard
Check
Charisma
Diplomacy
12
Powers
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
Ally 4
Traits
Animal
Mount
Check
Wisdom
Survival
11
Powers
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
Ally 3
Traits
Outsider
Genie
Check
Charisma
Diplomacy
Knowledge
12
Powers
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
Ally 3
Traits
Vermin
Check
Wisdom
Survival
10
OR
Craft
11
Powers
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
Blessing 1
Traits
Deity: Zon-kuthon
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
After discarding any number of cards as damage, draw a card.
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
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
Traits
Deity: Iomedae
Divine
Check
Charisma
Diplomacy
Divine
8
Powers
WHEN THIS IS THE HOUR
On your check, you may discard an armor or the top card of your deck to add 1d6.
On another character’s check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
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.
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.
Turn: 9 Flenta/Gimry
Top of Blessing Discard Pile: The Crows - When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
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.
Blessings Remaining: 21
Blessings Deck
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 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 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 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 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.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
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.
Blessing 3
Traits
Deity: Gozreh
Divine
Check
Wisdom
Divine
Survival
8
Powers
WHEN THIS IS THE HOUR
At the start of the turn, any character may recharge a card to move.
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
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.
Blessing 1
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish
A
Boon
5+#
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
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.
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 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.
Blessing 3
Traits
Deity: Asmodeus
Divine
Check
Charisma
Diplomacy
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would fail a check, you may bury 1 card to reroll 1 die.
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
Blessing 1
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
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 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.
Blessing 3
Traits
Deity: Zon-kuthon
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Tavern
Traits: Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:3 Bl:0 ?:1
Ally 3
Traits
Human
Hellknight
Check
Charisma
Diplomacy
11
Powers
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Ally 4
Traits
Aberration
Check
Wisdom
Survival
9
Powers
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards’ before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Item 2
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
10
Powers
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Ally 4
Traits
Human
Oracle
Respect
Check
Charisma
Diplomacy
Divine
12
OR
Recharge A Respect Boon
0
Powers
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
Monster 2
Traits
Perception
Elemental
Check
Combat
13
Powers
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Spell 3
Traits
Magic
Arcane
Healing
Check
Intelligence
Arcane
8
Powers
Display next to a location. While displayed:
• Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
• At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Barrier 3
Traits
Obstacle
Construct
Elemental
Electricity
Check
Dexterity
Constitution
Acrobatics
Fortitude
10
Powers
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Monster 3
Traits
Animal
Check
Combat
17
Powers
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Story Bane Monster 4
Traits
Gargoyle
Check
Combat
23
Powers
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Item 2
Traits
Liquid
Paint
Check
Melee
Divine
5
Powers
Display. While displayed:
• On your checks against Undead banes, add 1d8.
• When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Cathedral
Traits: Sacred, Urban
At This Location: When you defeat a monster, heal a blessing.
When Closing: Bury a blessing.
When Permanently Closed: You may heal a blessing.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Notes:
Bridge
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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:1 Bl:1 ?:1
Located here: everybody
Weapon 2
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
11
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Story Bane Monster 4
Traits
Gargoyle
Check
Combat
23
Powers
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Monster 3
Traits
Undead
Skeleton
Check
Combat
17
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
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 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Ally 2
Traits
Human
Hireling
Check
Charisma
Diplomacy
9
OR
Bury A Healing Card
0
Powers
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
Blessing 3
Traits
Deity: Nethys
Divine
Check
Intelligence
Arcane
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would examine the top card of a location, you may examine the top 2 cards instead.
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Item 4
Traits
Loot
Clothing
Magic
Blackjack
Check
Dexterity
Disable
10
OR
Wisdom
Perception
13
Powers
Display. While displayed:
• You may recharge to heal a Blackjack weapon.
• You may recharge to move. You may not use this power during an encounter.
• On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Armor 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
Melee
Survival
9
Powers
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Stable
Traits: Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:1
Item 2
Traits
Wand
Magic
Arcane
Divine
Attack
Fire
Veteran
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
11
Powers
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Ally 4
Traits
Outsider
Agathion
Healing
Check
Wisdom
Survival
11
OR
Divine
9
Powers
At the end of a local character’s turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
Ally 2
Traits
Human
Soldier
Check
Charisma
Diplomacy
Knowledge
10
Powers
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Monster 2
Traits
Fey
Swarm
Check
Combat
13
OR
Dexterity
Acrobatics
10
Powers
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
Armor 3
Traits
Heavy Armor
Magic
Loot
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer any damage, you may recharge to reduce it by 1.
• When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
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.
Barrier 4
Traits
Trap
Magic
Check
Dexterity
Disable
12
OR
Arcane
Divine
15
Powers
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
• At the start and end of your turn, recharge a random Magic boon.
• When this location is closed, banish this barrier.
Story Bane Monster 4
Traits
Gargoyle
Check
Combat
23
Powers
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Monster 4
Traits
Animal
Swarm
Check
Combat
10
THEN
Combat
11
THEN
Combat
12
Powers
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
Ally 2
Traits
Lycanthrope
Hireling
Check
Wisdom
Survival
8
OR
Charisma
Diplomacy
10
Powers
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
Rooftops
Traits: Urban
At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M:1 Ba:3 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:1 ?:1
Monster 3
Traits
Aberration
Manticore
Check
Combat
15
Powers
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
Ally 2
Traits
Construct
Magic
Check
Intelligence
Arcane
Craft
8
OR
Charisma
Diplomacy
10
Powers
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
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 4
Traits
Task
Respect
Check
Strength
7
OR
Constitution
Fortitude
12
Powers
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Ally 3
Traits
Human
Aristocrat
Rogue
Check
Charisma
Diplomacy
Stealth
12
Powers
On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Weapon 3
Traits
Chain
Ranged
Bludgeoning
Acid
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. 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.
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.
Story Bane Monster 4
Traits
Gargoyle
Check
Combat
23
Powers
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Item 2
Traits
Instrument
Magic
Check
Constitution
Fortitude
7
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
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.
| Flenta - Gimry |
Out of Turn Updates: Recharge Four-Mirror Armor for First Ranged Damage. Discard Fiery Glare for second Ranged Damage. Banish Unerring Weapon and Recharge Unearthly Aim as a new Spell from the Box
Side-Note: Unearthly Aim is the one spell I will miss from the Fighter Class Deck.....
Weapon 2
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
11
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Melee 11: 1d10 + 3 ⇒ (2) + 3 = 5
"
Hand: Wolfhide Armor, Shieldsplitter Lance, Shock Glaive +1 (2), Fireball Beads, Embiggen,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Hero Points: 7
NOTES:
Other: Paizo reroll used for scenario 6-4B?: N
Middle of Deck (Unknown Order): Blessing of the Samurai, Legionnaire Chaplain, Tripartite Spear +2, Wand of Acid Burst, The Rakshasa, Katana +1, Dwarven Earthbreaker +1, Gem of Physical Prowess, Iomedae's Justice
Recharged: Enervation, Four-Mirror Armor, Unearthly Aim,
Discard Pile:
Buried Pile:
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.
☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☑ You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
| wkover - Quinn |
Hour is Prayer - no effect.
Explore and encounter Gargoyle. I get Wounded, per BYA. Asking for Al's Healing Light.
Combat 23 w/ reloaded rapier, reloaded Mask, blessing: 1d10 + 1d6 + 11 + 1d8 + 1d10 ⇒ (2) + (4) + 11 + (3) + (10) = 30 - Gargoyle defeated
Will use heal from Al's blessing to remove Wounded scourge. Per scenario, someone else has to fight another Gargoyle. Then I bury keen rapier to close Tenement, then we all take 1 ranged combat damage (Besieged) when we move to the Stable.
Per Tenement closing, I'll bury Humanbane Rapier to draw a random buried card: Korvosan House Drake. For Ranged combat damage, I'll discard The Carnival blessing.
At Stable, Al uses Channel the Gift to draw Cure, then heals me. # of cards healed?: 1d4 + 1 ⇒ (2) + 1 = 3 - everything but Thieves' Tools.
EOT examine of Stable: Wand of Flame (item 2).
Hand: Korvosan House Drake, Djinn, Blackjack's Rapier, Twitch Tonic (Core), Plaguebringer's Mask, Elixir of Focus, B of Sages,
Displayed:
Deck: 8 Discard: 1 Buried: 5
Hero Points: 4
"NOTES:
Available Support: Any item buries to add 1d8+2 vs. local barrier.
Other: BoS adds 1 die, or 3d8 to any per/know check."
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge: Intelligence +2
Disable: Intelligence +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
None
POWERS: (Empiricist)
For check invoking Finesse, may recharge ([X] or reload) a 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.
[X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
[X] When you defeat a barrier, you may heal a card.
Mat Reroll Used?: N
Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik, Lemore (upgraded)
Tenement closed; we're all at Stable. Someone fights Gargoyle on my turn. Everyone takes 1 Ranged Combat damage from move. Al's Channel, Healing Light, Cure used. Top card of Stable is item 2.
ACG - Alahazra
|
On Quinn's turn, play channel, cure, and discard The Healing Light.
Recharge Channel 14: 1d12 + 5 ⇒ (1) + 5 = 6 -> Discarded
Recharge Cure 8: 1d12 + 5 ⇒ (12) + 5 = 17 -> Recharged
Discard Fire Snake to 1 ranged damage.
| Valeros - Katlyn99 |
OFF-TURN ACTIONS: Radillos turn - discard gem of physical prowess for movement damage, Quinns turn - summon and encounter gargoyle, take 1 ranged damage from moving - discard lady of valor
Summon: Ashwing Gargoyle
Discard breakaway spear
Combat 23 (resistant to melee, vulnerable to magic so they cancel): 1d10 + 5 + 1d8 + 2 + 2d8 + 2 ⇒ (9) + 5 + (4) + 2 + (2, 3) + 2 = 27
Technically that 3 is an 8 but its beaten regardless.
Hourglass Discard: The Lost
WHEN THIS IS THE HOUR: When you would recharge a Magic boon, discard it instead.
Start of Turn: Wounded - Discard top card of deck: Chainmail
Explore: Wand Of Flame
Auto fail
End of Turn Actions: Recharge Breakaway Spear
Hand: Soldier (Core), Blessing of Angradd, Tripartite Spear +2, Evangelist, Shieldsplitter Lance,
Displayed:
Deck: 8 Discard: 5 Buried: 0
Current Location: Stable
Hero Points Available: 2/2
Hero Points used: 0
Reroll Used: No // Valeros has the following scourges marked:Wounded:While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: Feel free to recharge/reload a weapon/armor/ally to add a 1d6 to a local combat check (2 available, keeping one weapon in hand for gargoyle fight and 1 ally for the tavern close).
Other: I can avenge by discarding. 1 blessing(s) available.
Middle of Deck (Unknown Order): Blessing of Abadar, Fortified Breastplate, Staff of Minor Healing (Core), Katana +1
Recharged: Surgeon, Champion's Do-Maru, Longsword +2, Breakaway Spear,
Discard Pile:
Buried Pile:
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 ☐ 6
Proficiencies:
Armor Weapon
POWERS:
On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
☐When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)
| BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 4: What Stalks in Shadows
Story Banes | Scourges | Loot
During This Scenario: 6-4B: Rock and Steel
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 3
Traits
Undead
Ghoul
Veteran
Check
Combat
13+##
Powers
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
Monster 4
Traits
Animal
Check
Combat
19
Powers
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
Monster 2
Traits
Aberration
Trap
Check
Combat
15
OR
Wisdom
Perception
9
Powers
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
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.
Monster 3
Traits
Aberration
Aquatic
Check
Combat
19
Powers
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Barrier 4
Traits
Obstacle
Plant
Check
Intelligence
Knowledge
10
OR
Wisdom
Survival
7
Powers
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
• At the start of your turn, you may encounter this barrier.
• When this location is closed, banish this barrier.
Barrier 2
Traits
Cache
Check
Intelligence
Knowledge
10
Powers
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Barrier 4
Traits
Trap
Magic
Check
Intelligence
Knowledge
13
OR
Disable
12
Powers
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
Barrier 2
Traits
Task
Check
Intelligence
Craft
6
OR
Wisdom
8
Powers
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Weapon 4
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Weapon 2
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
Stealth
12
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Weapon 3
Traits
Sword
Melee
Slashing
Magic
Loot
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
Weapon 2
Traits
Spear
Melee
Piercing
Cold
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
Traits
Loot
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Blackjack
Check
Strength
Acrobatics
Melee
13
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
13
Powers
Display next to a local character.
While displayed:
• This character’s Strength and Constitution skills are 1d12+4.
• On this character’s Strength checks, add 1d4.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Spell 4
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
11
Powers
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
Display. While displayed:
• When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
• At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Armor 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
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, after the roll, you may recharge to add your Survival.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Armor 3
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Armor P3
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Display. While displayed:
• You may evade Undead monsters you encounter.
• When you suffer any damage, you may draw this card to reduce it by 1.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
Armor 4
Traits
Shield
Offhand
Piercing
Respect
Magic
Check
Constitution
Fortitude
Melee
Survival
11
Powers
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Item 3
Traits
Accessory
Magic
Deity: Achaekek
Red Mantis
Check
Constitution
Fortitude
8
Powers
On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
Item 4
Traits
Craft
Object
Magic
Check
Intelligence
Arcane
Divine
11
Powers
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
Item 3
Traits
Instrument
Magic
Check
Constitution
Charisma
10
Powers
When a local character encounters a monster, display at your location.
While displayed:
• When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
• At the start of your turn, discard this card; if proficient, recharge it instead.
Item 3
Traits
Tool
Magic
Gambling
Check
Intelligence
Craft
Disable
10
Powers
Recharge to examine the bottom 3 cards of any character’s deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Item 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Display. While displayed:
• Remove your scourge Frightened.
• You may banish to ignore a monster’s before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.
Ally 3
Traits
Loot
Human
Aristocrat
Check
Charisma
Diplomacy
7
OR
Banish A Weapon
0
Powers
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Ally 3
Traits
Animal
Check
Wisdom
Survival
12
Powers
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.
Ally 2
Traits
Human
Hireling
Check
Charisma
Diplomacy
9
OR
Bury A Healing Card
0
Powers
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
Ally 2
Traits
Human
Medium
Harrow
Check
Charisma
Diplomacy
11
Powers
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
Ally 3
Traits
Loot
Human
Bard
Check
Charisma
Diplomacy
12
Powers
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
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 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.
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.
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.
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.
Turn: 12 Radillo/WilderRedbeard
Top of Blessing Discard Pile: Desna’s Freedom - When this is the hour: On each check, the first blessing played to bless may be played freely.
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.
Blessings Remaining: 18
Blessings Deck
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 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.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
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.
Blessing 3
Traits
Deity: Gozreh
Divine
Check
Wisdom
Divine
Survival
8
Powers
WHEN THIS IS THE HOUR
At the start of the turn, any character may recharge a card to move.
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
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.
Blessing 1
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish
A
Boon
5+#
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
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.
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 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.
Blessing 3
Traits
Deity: Asmodeus
Divine
Check
Charisma
Diplomacy
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would fail a check, you may bury 1 card to reroll 1 die.
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
Blessing 1
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
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 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.
Blessing 3
Traits
Deity: Zon-kuthon
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Tavern
Traits: Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:3 Bl:0 ?:1
Ally 3
Traits
Human
Hellknight
Check
Charisma
Diplomacy
11
Powers
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Ally 4
Traits
Aberration
Check
Wisdom
Survival
9
Powers
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards’ before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Item 2
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
10
Powers
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Ally 4
Traits
Human
Oracle
Respect
Check
Charisma
Diplomacy
Divine
12
OR
Recharge A Respect Boon
0
Powers
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
Monster 2
Traits
Perception
Elemental
Check
Combat
13
Powers
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Spell 3
Traits
Magic
Arcane
Healing
Check
Intelligence
Arcane
8
Powers
Display next to a location. While displayed:
• Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
• At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Barrier 3
Traits
Obstacle
Construct
Elemental
Electricity
Check
Dexterity
Constitution
Acrobatics
Fortitude
10
Powers
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Monster 3
Traits
Animal
Check
Combat
17
Powers
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Story Bane Monster 4
Traits
Gargoyle
Check
Combat
23
Powers
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Item 2
Traits
Liquid
Paint
Check
Melee
Divine
5
Powers
Display. While displayed:
• On your checks against Undead banes, add 1d8.
• When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Cathedral
Traits: Sacred, Urban
At This Location: When you defeat a monster, heal a blessing.
When Closing: Bury a blessing.
When Permanently Closed: You may heal a blessing.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Notes:
Bridge
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Tenement
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Stable
Traits: Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:3 Bl:0 ?:1
Located here: everybody
Ally 4
Traits
Outsider
Agathion
Healing
Check
Wisdom
Survival
11
OR
Divine
9
Powers
At the end of a local character’s turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
Ally 2
Traits
Human
Soldier
Check
Charisma
Diplomacy
Knowledge
10
Powers
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Monster 2
Traits
Fey
Swarm
Check
Combat
13
OR
Dexterity
Acrobatics
10
Powers
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
Armor 3
Traits
Heavy Armor
Magic
Loot
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer any damage, you may recharge to reduce it by 1.
• When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
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.
Barrier 4
Traits
Trap
Magic
Check
Dexterity
Disable
12
OR
Arcane
Divine
15
Powers
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
• At the start and end of your turn, recharge a random Magic boon.
• When this location is closed, banish this barrier.
Story Bane Monster 4
Traits
Gargoyle
Check
Combat
23
Powers
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Monster 4
Traits
Animal
Swarm
Check
Combat
10
THEN
Combat
11
THEN
Combat
12
Powers
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
Ally 2
Traits
Lycanthrope
Hireling
Check
Wisdom
Survival
8
OR
Charisma
Diplomacy
10
Powers
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
Rooftops
Traits: Urban
At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M:1 Ba:3 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:1 ?:1
Monster 3
Traits
Aberration
Manticore
Check
Combat
15
Powers
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
Ally 2
Traits
Construct
Magic
Check
Intelligence
Arcane
Craft
8
OR
Charisma
Diplomacy
10
Powers
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
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 4
Traits
Task
Respect
Check
Strength
7
OR
Constitution
Fortitude
12
Powers
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Ally 3
Traits
Human
Aristocrat
Rogue
Check
Charisma
Diplomacy
Stealth
12
Powers
On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Weapon 3
Traits
Chain
Ranged
Bludgeoning
Acid
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. 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.
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.
Story Bane Monster 4
Traits
Gargoyle
Check
Combat
23
Powers
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Item 2
Traits
Instrument
Magic
Check
Constitution
Fortitude
7
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
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.
| Radillo - WilderRedbeard |
Off turn: During Quinn's turn, discard Fly for Ranged Combat damage.
Start of turn: The hour of Desna's Freedom
When this is the hour: On each check, the first blessing played to bless may be played freely.
Explore:
Traits
Outsider
Agathion
Healing
Check
Wisdom
Survival
11
OR
Divine
9
Powers
At the end of a local character’s turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
Divine (Arcane) 9: 1d10 + 6 + 1d4 ⇒ (6) + 6 + (4) = 16 acquired
Shuffle an Ally into a random other location.
Discard Ice Chemist to explore:
Traits
Human
Soldier
Check
Charisma
Diplomacy
Knowledge
10
Powers
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Diplomacy (Arcane) 10: 1d10 + 6 + 1d4 ⇒ (4) + 6 + (3) = 13 acquired
Shuffle an Ally into a random other location.
Discard Nightspear to explore, recharging Ice Chemist.
Traits
Fey
Swarm
Check
Combat
13
OR
Dexterity
Acrobatics
10
Powers
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
Dexterity 10: 2d8 + 4 ⇒ (8, 7) + 4 = 19 Use Hero Point to re-roll
Dexterity 10: 2d8 + 4 ⇒ (6, 7) + 4 = 17 Defeated by more than 4
Each local character must give a random card to another random local character.
Random Card - FS, S, S-a-a, KHD: 1d4 ⇒ 4
Random Character - Al, Flenta, Quinn, Val: 1d4 ⇒ 3
Give Korvosan House Drake to Quinn.
Traits: Dragon
Powers:
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
End turn and reset hand.
Hand: Fire Snake, Binder's Tome, Spellbook, Cleric of Nethys, Blessing of Pharasma, Sergeant-at-arms (acquired),
Displayed:
Deck: 9 Discard: 4 Buried: 1
Current Location: Stable
Hero Points: 8
NOTES:
Available Support: Binder's Tome adds 1d4 and Mental to all local combat or Charisma checks. When any local character attempts a check to defeat a monster, Radillo can recharge an ally to reduce the difficulty of that check by 1 plus the adventure deck number of the recharged ally (Ice Chemist: 1+4, Korvosan House Drake: 1+2).
Other: Dice Re-Roll Used for 6-4B?: N
Middle of Deck (Unknown Order): Enervation, Bound Imp, Blessing of Sivanah, Frost Ray, Embiggen, Pharasma's Knowing (loot), Twisted Space, Life Drain, Ice Chemist
Recharged:
Discard Pile:
Buried Pile:
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: Puppet Master (Role Card)
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 ( [X] 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.
[X] When you discard an ally to explore your location, you may recharge a random ally from your discard pile.
[X] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ( ☐ 2) plus the adventure deck number of the recharged ally, if any.
| Flenta - Gimry |
On Quinns turn, reveal Armor to reduce damage to 0
Random Char: 1d4 ⇒ 1 -> Rad gets
Random Card: 1d5 ⇒ 4 -> Fireball Beads
The stupid Pixies stole my Fireball beads and gave them to Rad! :(
| Valeros - Katlyn99 |
OFF-TURN ACTIONS: Radillos turn - random character gets a random card.
Random Char: 1d4 ⇒ 2 Alahazra
Random Card: 1d5 ⇒ 5 Shieldsplitter Lance
| wkover - Quinn |
Off turn. Random character?: 1d4 ⇒ 3 - Flenta
Which card?: 1d7 ⇒ 7 - Flenta gets Blessing of Sages
New hand:
Hand: Korvosan House Drake, Djinn, Blackjack's Rapier, Twitch Tonic (Core), Plaguebringer's Mask, Elixir of Focus, Korvosan House Drake 2,
Displayed:
Deck: 8 Discard: 1 Buried: 5
Hero Points: 4
"NOTES:
Available Support: Any item buries to add 1d8+2 vs. local barrier. "
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge: Intelligence +2
Disable: Intelligence +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
None
POWERS: (Empiricist)
For check invoking Finesse, may recharge ([X] or reload) a 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.
[X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
[X] When you defeat a barrier, you may heal a card.
Mat Reroll Used?: N
Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik, Lemore (upgraded)
ACG - Alahazra
|
Turn 13: Incitation
WHEN THIS IS THE HOUR
No effect.
SoT: Examine top two cards: Voidglass Armor, Accursed Priest
Give Shieldsplitter lance back to Val.
Alhazrah hands the lance back to Valerous, then discovers a bulky suit of platemail among the pixie's possessions, but sets it aside.
Free Explore: Voidglass Armor (Fortitude 9)
Discard BoSpellbound to bless.
Fortitude 9: 1d8 + 2 + 1d8 ⇒ (1) + 2 + (5) = 8 -> Discarded.
End turn, reset hand.
Examine next two cards: Accursed Priest, Dispelling Mist
Hand: Bound Lantern Archon, Fly, Thundercaller, Blessing of the Spellbound 1, Cleric of Nethys, Ruby of Charisma,
Displayed:
Deck: 8 Discard: 5 Buried: 1
Current Location: Plaza
Hero Points: 7
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.
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. ([x] 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.
[x] At the ([x] start and/or) end of your turn, you may examine the top card of your location deck.
| BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 4: What Stalks in Shadows
Story Banes | Scourges | Loot
During This Scenario: 6-4B: Rock and Steel
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 4
Traits
Outsider
Demon
Check
Combat
24
Powers
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
Monster 4
Traits
Animal
Check
Combat
19
Powers
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
Monster 0
Traits
Giant
Ogre
Veteran
Check
Combat
12+##
Powers
Before acting, each local character suffers 1 Combat damage.
Monster 2
Traits
Outsider
Check
Combat
13
Powers
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Monster 2
Traits
Animal
Aquatic
Check
Combat
15
Powers
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Barrier 3
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Barrier 2
Traits
Task
Undead
Veteran
Trigger
Check
Charisma
Diplomacy
8+#
OR
Divine
6+#
Powers
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Barrier 2
Traits
Curse
Trap
Magic
Check
Intelligence
Craft
7
OR
Wisdom
Perception
8
Powers
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Barrier 2
Traits
Cache
Lock
Check
Dexterity
Disable
9
OR
Wisdom
Perception
11
Powers
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Weapon 3
Traits
Sword
Melee
Slashing
Finesse
Magic
Red Mantis
Veteran
Check
Strength
Acrobatics
Melee
13
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
Weapon 2
Traits
Bow
Ranged
Piercing
2-handed
Cold
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
Traits
Sword
Melee
Slashing
Magic
Loot
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
Weapon 4
Traits
Spear
Melee
Ranged
2-handed
Respect
Magic
Check
Strength
Melee
12
OR
Dexterity
Ranged
Survival
14
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
Traits
Spear
Melee
Piercing
Cold
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Spell P2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Freely display next to a local character. While displayed:
• Exchange all of that character’s dice for dice of these sizes: d4→d8, d6→d10, d8→d12, d10→d12, d12→d20 (if you have one).
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
Spell 2
Traits
Magic
Arcane
Attack
Undead
Check
Intelligence
Arcane
9
Powers
For your combat check, banish to use Arcane + 2d6, then you may heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
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 4
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
10
Powers
Display next to a character. While displayed:
• On this character’s combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
Display next to a local character.
While displayed:
• This character’s Strength and Constitution dice are each d12.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
• When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 4.
• When you suffer any damage, you may discard to reduce it to 0.
• You may discard to remove 1 of your scourges.
Armor 2
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Armor 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
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, after the roll, you may recharge to add your Survival.
Armor 4
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Item 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Display. While displayed:
• Remove your scourge Frightened.
• You may banish to ignore a monster’s before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.
Item 4
Traits
Accessory
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
9
Powers
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
Item 3
Traits
Instrument
Magic
Check
Constitution
Charisma
10
Powers
When a local character encounters a monster, display at your location.
While displayed:
• When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
• At the start of your turn, discard this card; if proficient, recharge it instead.
Item 2
Traits
Object
Magic
Check
Dexterity
Disable
9
Powers
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
Ally 4
Traits
Loot
Human
Hireling
Check
Charisma
Diplomacy
10
OR
Knowledge
9
Powers
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Ally 2
Traits
Human
Medium
Harrow
Check
Charisma
Diplomacy
11
Powers
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
Ally 3
Traits
Outsider
Genie
Check
Charisma
Diplomacy
Knowledge
12
Powers
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
Ally 2
Traits
Human
Swashbuckler
Check
Charisma
Diplomacy
Melee
9
Powers
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
Ally 2
Traits
Human
Fighter
Check
Strength
Melee
10
THEN
Charisma
Diplomacy
9
Powers
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer a scourge on your turn, each local character suffers it.
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Blessing 1
Traits
Deity: Lamashtu
Divine
Veteran
Check
Intelligence
Arcane
Divine
5+#
Powers
WHEN THIS IS THE HOUR
On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessing 1
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
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.
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.
Turn: 14 Flenta/Gimry
Top of Blessing Discard Pile: Nethys’s Duality - When this is the hour: On your check against a spell, add 1d4.
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 Remaining: 16
Blessings Deck
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
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.
Blessing 3
Traits
Deity: Gozreh
Divine
Check
Wisdom
Divine
Survival
8
Powers
WHEN THIS IS THE HOUR
At the start of the turn, any character may recharge a card to move.
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
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.
Blessing 1
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish
A
Boon
5+#
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
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.
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 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.
Blessing 3
Traits
Deity: Asmodeus
Divine
Check
Charisma
Diplomacy
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would fail a check, you may bury 1 card to reroll 1 die.
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
Blessing 1
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
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 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.
Blessing 3
Traits
Deity: Zon-kuthon
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Tavern
Traits: Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:4 Bl:0 ?:1
Ally 4
Traits
Aberration
Check
Wisdom
Survival
9
Powers
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards’ before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Monster 3
Traits
Animal
Check
Combat
17
Powers
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Barrier 3
Traits
Obstacle
Construct
Elemental
Electricity
Check
Dexterity
Constitution
Acrobatics
Fortitude
10
Powers
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Ally 3
Traits
Human
Hellknight
Check
Charisma
Diplomacy
11
Powers
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Ally 4
Traits
Human
Oracle
Respect
Check
Charisma
Diplomacy
Divine
12
OR
Recharge A Respect Boon
0
Powers
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
Monster 2
Traits
Perception
Elemental
Check
Combat
13
Powers
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Spell 3
Traits
Magic
Arcane
Healing
Check
Intelligence
Arcane
8
Powers
Display next to a location. While displayed:
• Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
• At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Ally 4
Traits
Human
Ranger
Respect
Check
Charisma
Diplomacy
11
OR
Summon And Defeat The Danger
Powers
Display. While displayed:
• On all Dexterity and Survival checks, add 1d6.
• At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
Story Bane Monster 4
Traits
Gargoyle
Check
Combat
23
Powers
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Item 2
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
10
Powers
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Item 2
Traits
Liquid
Paint
Check
Melee
Divine
5
Powers
Display. While displayed:
• On your checks against Undead banes, add 1d8.
• When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Cathedral
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
Bridge
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Tenement
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Stable
Traits: Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: everybody
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.
Barrier 4
Traits
Trap
Magic
Check
Dexterity
Disable
12
OR
Arcane
Divine
15
Powers
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
• At the start and end of your turn, recharge a random Magic boon.
• When this location is closed, banish this barrier.
Story Bane Monster 4
Traits
Gargoyle
Check
Combat
23
Powers
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Monster 4
Traits
Animal
Swarm
Check
Combat
10
THEN
Combat
11
THEN
Combat
12
Powers
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
Ally 2
Traits
Lycanthrope
Hireling
Check
Wisdom
Survival
8
OR
Charisma
Diplomacy
10
Powers
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
Rooftops
Traits: Urban
At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M:1 Ba:3 W:1 Sp:0 Ar:0 I:1 Al:3 Bl:1 ?:1
Monster 3
Traits
Aberration
Manticore
Check
Combat
15
Powers
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
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.
Ally 3
Traits
Loot
Human
Aristocrat
Check
Charisma
Diplomacy
7
OR
Banish A Weapon
0
Powers
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Story Bane Monster 4
Traits
Gargoyle
Check
Combat
23
Powers
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Ally 2
Traits
Construct
Magic
Check
Intelligence
Arcane
Craft
8
OR
Charisma
Diplomacy
10
Powers
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
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.
Ally 3
Traits
Human
Aristocrat
Rogue
Check
Charisma
Diplomacy
Stealth
12
Powers
On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Barrier 4
Traits
Task
Respect
Check
Strength
7
OR
Constitution
Fortitude
12
Powers
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
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.
Weapon 3
Traits
Chain
Ranged
Bludgeoning
Acid
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. 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.
Item 2
Traits
Instrument
Magic
Check
Constitution
Fortitude
7
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
| Flenta - Gimry |
At the beginning of my turn, I'll give Quinn back their B of Sages
As the party spreads out over to the Stables looking for the Gargoyle, I catch a glimpse of a very familiar looking wand near Val.
'That looks like the Wand of Flame I've been studying' I think to myself.
In what feels like slow motion, I see Val step on the Wand smashing it into pieces.
Val looks down and shrugs their shoulders as they continue on their way.
I slowly walk to where the broken Wand lay hoping beyond hope it can somehow be salvaged. Unfortunately, there is no saving the wand.
"Val!"
As I call out to Val in anguish, Al quickly notifies me of a cultist nearby.
Quickly switching into combat mode, I ask Val for their help.
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.
Combat 19(11+8): 1d10 + 3 + 1d10 + 1 + 1d8 + 1d6 ⇒ (6) + 3 + (2) + 1 + (6) + (5) = 23
Melee - 1d10+3
Shock Glaive - 1d10+1
- Recharge -1d8
Val's Aid - 1d6
Al will bury their SPellbound for the AYA power.
Picking up the pieces to the Wand, I try to explain their significance to Val.
"Val. This is a stick." I show her a branch from a nearby tree.
"THIS." I grab the pieces of the wand "Is a Wand!" As I continue to describe the intricacies of Wands, I see her eyes glaze over. Seeing this, I let out a long disappointed sigh.
"Val, lets go kill some gargoyles." At that, their eyes light up, and we continue searching the Stables.
"
Hand: Wolfhide Armor, Shieldsplitter Lance, Iomedae's Justice, Gem of Physical Prowess, Embiggen,
Displayed:
Deck: 11 Discard: 1 Buried: 0
Hero Points: 7
NOTES:
Other: Paizo reroll used for scenario 6-4B?: N
Middle of Deck (Unknown Order): Legionnaire Chaplain, The Rakshasa, Wand of Acid Burst, Dwarven Earthbreaker +1, Katana +1, Tripartite Spear +2, Blessing of the Samurai
Recharged: Enervation, Four-Mirror Armor, Unearthly Aim, Shock Glaive +1 (2),
Discard Pile:
Buried Pile:
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.
☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☑ You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
| wkover - Quinn |
The Lucky Drunk
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
Valeros stumbles out of a tavern and across a pebbled road, nearly getting flattened by two wagons and a stray donkey. Some lushes are lucky, and some aren't. Val is.
Off turn - accept BoS from Flenta. Start of my turn, examine Stable: Dispelling Mist barrier. Give Korvosan House Drake #2 to Flenta. Explore Stable, encounter Mist.
Disable 12 w/ banished Elixir of Focus: 1d10 + 4 + 1d10 + 3 ⇒ (9) + 4 + (8) + 3 = 24 - mist dissipated
Continuing on, Valeros bumps into a traveling wizard, drawing her ire. A cloudy emanation sprays from the magician's fingers towards the fighter's vulnerable skin, but Quinn downs a potion - giving him just enough speed to push the luckiest drunk out of the way.
Into a haystack, it turns out. Val settles down for a nap.
Hey, get to use my new power. Defeated barrier, so heal a random card: Thieves' Tools.
Discard my other drake to explore, encounter Gargoyle henchman. To start, BYA makes Quinn wounded.
Combat 23 w/ reloaded rapier, my recharged BoS: 1d10 + 1d6 + 11 + 3d8 ⇒ (9) + (2) + 11 + (6, 2, 3) = 33 - Gargoyle defeated
Someone else needs to fight Gargoyle. In the meantime, I'll do closing check. Asking for Radillo's Pharasma and Flenta's Embiggen.
Dip 9 (5+4) w/ blessing: 1d10 + 2 + 1d10 ⇒ (3) + 2 + (7) = 12 - Stable closed
Discarding Djinn for Besieged damage. Then banish Twitch Tonic to heal all allies in discard: Djinn, Drake.
EOT examine of Rooftops: Manticore (Monster 3). Recovery: Everything recharged.
Hand: Harrow Deck (Core), Korvosan House Drake, Blackjack's Rapier, The Carnival, Plaguebringer's Mask, Naval Hero, Djinn,
Displayed:
Deck: 8 Discard: 0 Buried: 5
"Hero Points: 4 // Quinn has the following scourges marked:Wounded:"While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
"NOTES:
Available Support: Any item buries to add 1d8+2 vs. local barrier. "
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge: Intelligence +2
Disable: Intelligence +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
None
POWERS: (Empiricist)
For check invoking Finesse, may recharge ([X] or reload) a 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.
[X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
[X] When you defeat a barrier, you may heal a card.
Mat Reroll Used?: N
Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik, Lemore (upgraded)
Someone fights Gargoyle, everyone takes 1 Ranged Combat Damage. Everyone is at Rooftops. Top card is Manticore, with more fun combat damage. Support used: Flenta's Embiggen, Radillo's Pharasma.
| Valeros - Katlyn99 |
OFF-TURN ACTIONS: Als turn - Get shieldsplitter lance back, Flentas turn - reload evangelist, Quinns turn, encounter another gargoyle
Encounter: Ashwing Gargoyle
BYA:
Discard tripartite spear +2, reload soldier
Combat 23 (resistant to melee, vulnerable to magic so they cancel): 1d10 + 5 + 1d8 + 2 + 1d8 + 1d6 ⇒ (2) + 5 + (6) + 2 + (5) + (6) = 26
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.
Start of Turn: Wounded - Discard top card of deck: Evangelist
Give card: Give Holy Javelin back to Al
Explore: Manticore
BYA: a random character suffers 1d4+1 Ranged Combat damage
random char starting with Radillo: 1d5 ⇒ 4 Quinn
Not sure if QUin wants to roll this or have me do it so I'm putting the roll in with a spoiler.
Reveal shieldsplitter lance
Combat 15: 1d10 + 5 + 1d8 + 1 ⇒ (3) + 5 + (8) + 1 = 17
End of Turn Actions: Recharge Tripartite Spear
Hand: Soldier (Core), Blessing of Angradd, Katana +1, Staff of Minor Healing (Core), Shieldsplitter Lance,
Displayed:
Deck: 8 Discard: 6 Buried: 0
Current Location: Rooftops
Hero Points Available: 2/2
Hero Points used: 0
Reroll Used: No // Valeros has the following scourges marked:Wounded:While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: Feel free to recharge/reload a weapon/armor/ally to add a 1d6 to a local combat check (1 available, keeping one weapon in hand for gargoyle fight and saving the ally for the close of the tavern).
Other: I can avenge by discarding. 1 blessing(s) available.
Middle of Deck (Unknown Order): Blessing of Abadar, Fortified Breastplate, Holy Javelin
Recharged: Surgeon, Champion's Do-Maru, Longsword +2, Breakaway Spear, Tripartite Spear +2,
Discard Pile:
Buried Pile:
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 ☐ 6
Proficiencies:
Armor Weapon
POWERS:
On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
☐When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)
| Flenta - Gimry |
Update: Banish Embiggen and recharge EMBIGGEN as a new card from the box. How convenient! Now I just need a heal to shuffle my deck to get it back. :)
| wkover - Quinn |
Taking 4 damage from Manticore: Hero, Drake, Mask, Harrow Deck.
Hand: Blackjack's Rapier, The Carnival, Djinn,
Displayed:
Deck: 8 Discard: 4 Buried: 5
"Hero Points: 4 // Quinn has the following scourges marked:Wounded:"While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
"NOTES:
Available Support: Any item buries to add 1d8+2 vs. local barrier. "
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge: Intelligence +2
Disable: Intelligence +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
None
POWERS: (Empiricist)
For check invoking Finesse, may recharge ([X] or reload) a 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.
[X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
[X] When you defeat a barrier, you may heal a card.
Mat Reroll Used?: N
Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik, Lemore (upgraded)
| BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 4: What Stalks in Shadows
Story Banes | Scourges | Loot
During This Scenario: 6-4B: Rock and Steel
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 3
Traits
Aberration
Chimera
Check
Combat
9
THEN
Combat
10
THEN
Combat
11
Powers
Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.
Monster 3
Traits
Outsider
Elemental
Incorporeal
Check
Combat
14
Powers
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
Monster 2
Traits
Aberration
Trap
Check
Combat
15
OR
Wisdom
Perception
9
Powers
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Monster 3
Traits
Aberration
Aquatic
Check
Combat
19
Powers
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
Monster 1
Traits
Human
Warrior
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
8+#
Powers
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
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 2
Traits
Task
Check
Constitution
Fortitude
10
OR
Charisma
Diplomacy
12
Powers
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
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 2
Traits
Cache
Lock
Check
Dexterity
Disable
9
OR
Wisdom
Perception
11
Powers
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
Barrier 3
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Weapon 4
Traits
Knife
Melee
Ranged
Piercing
Finesse
Respect
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
13
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
Weapon 2
Traits
Polearm
Melee
Slashing
2-handed
Electricity
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
Traits
Spear
Melee
Ranged
2-handed
Respect
Magic
Check
Strength
Melee
12
OR
Dexterity
Ranged
Survival
14
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Acrobatics
Melee
11
Powers
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
Weapon 3
Traits
Axe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
Display. While displayed:
• When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
• At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Spell 3
Traits
Magic
Divine
Check
Wisdom
Divine
11
Powers
Display. While displayed:
• On local checks, add 1d6.
• At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
Armor 4
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card 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.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
• When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Armor 3
Traits
Heavy Armor
Magic
Loot
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer any damage, you may recharge to reduce it by 1.
• When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Item 2
Traits
Object
Magic
Check
Charisma
Diplomacy
Fortitude
Melee
10
Powers
Display. While displayed:
• On all combat checks, add 1. If any character fails a combat check, bury this item.
• You may bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Item 4
Traits
Liquid
Paint
Respect
Check
Melee
Fortitude
4
Powers
Display. While displayed:
• When you defeat a monster, after the encounter, you may discard a card to move.
• When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Item 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
8
Powers
On a local non-combat check, banish to add the character’s Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
Item 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Display. While displayed:
• Remove your scourge Frightened.
• You may banish to ignore a monster’s before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.
Item 2
Traits
Instrument
Magic
Check
Constitution
Charisma
8
Powers
At the end of a local character’s move step, display at your location.
While displayed:
• At the end of each turn, local characters may move, and distant characters may move here.
• At the start of your turn, discard this card; if proficient, recharge it instead.
Ally 2
Traits
Animal
Mount
Loot
Check
Wisdom
Charisma
Survival
14
Powers
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
Ally 4
Traits
Animal
Mount
Check
Wisdom
Survival
11
Powers
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
Ally 2
Traits
Ooze
Alchemical
Acid
Check
Intelligence
Craft
9
OR
Wisdom
Survival
11
Powers
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
Ally 4
Traits
Loot
Human
Hireling
Check
Charisma
Diplomacy
10
OR
Knowledge
9
Powers
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Ally 3
Traits
Loot
Human
Bard
Check
Charisma
Diplomacy
12
Powers
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
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.
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.
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 3
Traits
Deity: Urgathoa
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
On your turn, if you would suffer a scourge, a random local character suffers it instead.
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
Blessing 1
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish
A
Boon
5+#
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Turn: 17 Radillo/WilderRedbeard
Top of Blessing Discard Pile: The Wind And The Waves - When this is the hour: At the start of the turn, any character may recharge a card to move.
Blessing 3
Traits
Deity: Gozreh
Divine
Check
Wisdom
Divine
Survival
8
Powers
WHEN THIS IS THE HOUR
At the start of the turn, any character may recharge a card to move.
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Blessings Remaining: 13
Blessings Deck
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.
Blessing 1
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish
A
Boon
5+#
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
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.
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 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.
Blessing 3
Traits
Deity: Asmodeus
Divine
Check
Charisma
Diplomacy
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would fail a check, you may bury 1 card to reroll 1 die.
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
Blessing 1
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
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 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.
Blessing 3
Traits
Deity: Zon-kuthon
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Tavern
Traits: Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:4 Bl:0 ?:1
Ally 4
Traits
Aberration
Check
Wisdom
Survival
9
Powers
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards’ before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Monster 3
Traits
Animal
Check
Combat
17
Powers
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Barrier 3
Traits
Obstacle
Construct
Elemental
Electricity
Check
Dexterity
Constitution
Acrobatics
Fortitude
10
Powers
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Ally 3
Traits
Human
Hellknight
Check
Charisma
Diplomacy
11
Powers
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Ally 4
Traits
Human
Oracle
Respect
Check
Charisma
Diplomacy
Divine
12
OR
Recharge A Respect Boon
0
Powers
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
Monster 2
Traits
Perception
Elemental
Check
Combat
13
Powers
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Spell 3
Traits
Magic
Arcane
Healing
Check
Intelligence
Arcane
8
Powers
Display next to a location. While displayed:
• Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
• At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Ally 4
Traits
Human
Ranger
Respect
Check
Charisma
Diplomacy
11
OR
Summon And Defeat The Danger
Powers
Display. While displayed:
• On all Dexterity and Survival checks, add 1d6.
• At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
Story Bane Monster 4
Traits
Gargoyle
Check
Combat
23
Powers
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Item 2
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
10
Powers
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Item 2
Traits
Liquid
Paint
Check
Melee
Divine
5
Powers
Display. While displayed:
• On your checks against Undead banes, add 1d8.
• When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Cathedral
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
Bridge
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Tenement
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Stable
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Rooftops
Traits: Urban
At This Location: When you would encounter a barrier, draw a new one; encounter 1 and banish the other.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M:0 Ba:3 W:1 Sp:0 Ar:0 I:1 Al:3 Bl:1 ?:1
Located here: everybody
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.
Ally 3
Traits
Loot
Human
Aristocrat
Check
Charisma
Diplomacy
7
OR
Banish A Weapon
0
Powers
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Story Bane Monster 4
Traits
Gargoyle
Check
Combat
23
Powers
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Ally 2
Traits
Construct
Magic
Check
Intelligence
Arcane
Craft
8
OR
Charisma
Diplomacy
10
Powers
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
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.
Ally 3
Traits
Human
Aristocrat
Rogue
Check
Charisma
Diplomacy
Stealth
12
Powers
On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Barrier 4
Traits
Task
Respect
Check
Strength
7
OR
Constitution
Fortitude
12
Powers
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
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.
Weapon 3
Traits
Chain
Ranged
Bludgeoning
Acid
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. 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.
Item 2
Traits
Instrument
Magic
Check
Constitution
Fortitude
7
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
| Radillo - WilderRedbeard |
Off turn: Receive Fireball Beads from Flenta.
Discard BoPharasma for Quinn's check.
Start of turn: The hour of The Wind And The Waves
When this is the hour: At the start of the turn, any character may recharge a card to move.
Give Fireball Beads to Flenta.
Radillo checks her pockets and is surprised to find a trinket of Flenta's. She overcomes her own selfish desire to hold the warm glow of the beads for a little longer and returns it to the halfling. "Crazy fey pranks... Heh..." She chuckles sheepishly as she hands it over.
Explore: Trapped Chest (Barrier 1) or Ghastly Runes (Barrier 1).
Encounter:
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.
Disable (Arcane) 7+4=11: 1d10 + 6 + 1d4 ⇒ (6) + 6 + (3) = 15 defeated
Summon and encounter a spell:
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Arcane 10: 1d10 + 6 + 1d4 ⇒ (6) + 6 + (2) = 14 acquired
As the group scales the rooftops, Radillo finds a small chest stashed in the top of a downspout. She retrieves it and, through some arcane manipulation, burns out the lock and discovers a spell scroll. She commits the scroll to memory and adds it to the addenda of her spellbook.
Discard Cleric of Nethys, recharging Nightspear, to examine two cards and encounter 1: Ausio Carowyn (Loot Ally 3) and Ashwing Gargoyle (Story Bane Monster 4). Encounter:
Traits
Loot
Human
Aristocrat
Check
Charisma
Diplomacy
7
OR
Banish A Weapon
0
Powers
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Diplomacy (Arcane) 7: 1d10 + 6 + 1d4 ⇒ (7) + 6 + (1) = 14 acquired
An aristocrat in an upper window waves the group over and warns them of another gargoyle prowling around.
End turn. Auto-succeed at Fire Snake recovery, revealing Spellbook. Reset hand.
Hand: Binder's Tome, Spellbook, Ice Chemist, Mistform (acquired), Ausio Carowyn (acquired), Sergeant-at-arms (acquired),
Displayed:
Deck: 10 Discard: 5 Buried: 1
Current Location: Rooftops
Hero Points: 7
NOTES:
Available Support: Mistform, Ausio Carowyn and Sergeant-at-arms available for local use. Binder's Tome adds 1d4 and Mental to all local combat or Charisma checks. When any local character attempts a check to defeat a monster, Radillo can recharge an ally to reduce the difficulty of that check by 1 plus the adventure deck number of the recharged ally (Ice Chemist: 1+4, Ausio Carowyn: 1+3, Sergeant-at-arms: 1+2).
Other: Dice Re-Roll Used for 6-4B?: N
Middle of Deck (Unknown Order): Bound Imp, Enervation, Twisted Space, Embiggen, Life Drain, Frost Ray, Pharasma's Knowing (loot)
Recharged: Blessing of Sivanah, Nightspear (acquired), Fire Snake,
Discard Pile:
Buried Pile:
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: Puppet Master (Role Card)
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 ( [X] 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.
[X] When you discard an ally to explore your location, you may recharge a random ally from your discard pile.
[X] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ( ☐ 2) plus the adventure deck number of the recharged ally, if any.
ACG - Alahazra
|
Off turn: Discard Ruby of Charisma to range combat damage.
Turn 18: The Unicorn
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
SoT: Examine Ashwing Gargoyle and Bound Homunculus
Free Explore: Ashwing Gargoyle (Combat 23)
BYA: Suffer Wounded.
Play Holy Javelin
Radillo reveals Binder's tome to add 1d4
Vulnerable to magic
Combat 23: 1d12 + 5 + 1d4 + 2d12 + 4 ⇒ (6) + 5 + (1) + (5, 9) + 4 = 30 -> Defeated.
Another local character must encounter the Gargoyle.
Close location: Draw 2 barriers (Ghastly Runes and Sick Child)
Choose Ghastly Runes (Divine 8)
Radillo reveals Tome
Divine 8: 1d12 + 5 + 1d4 ⇒ (7) + 5 + (3) = 15 -> Defeated
Everyone takes 1 ranged combat damage and moves to the Tavern. Discard Fly.
End turn, reset hand.
Examine top two cards: Landshark Whelp (Ally 4) and Dire Lion (Monster 3)
Recover Holy Javelin 10: 1d12 + 5 + 1d4 ⇒ (5) + 5 + (1) = 11 -> Recharged.
Hand: Bound Lantern Archon, Blessing of Abraxis, Thundercaller, Binders Tome, Cleric of Nethys, Blessing of the Gods 1,
Displayed:
Deck: 6 Discard: 7 Buried: 2
Current Location: Plaza
Hero Points: 7
NOTES: Wounded
Available Support: Binder's tome adds 1d4 to local combat or charisma checks on reveal. (Adds mental trait)
Movement: Feel free to use blessings.
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. ([x] 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.
[x] At the ([x] start and/or) end of your turn, you may examine the top card of your location deck.
| Flenta - Gimry |
Off turn - Reveal Wolfhide to prevent 1 damage
Hourglass Discard:Rovagug’s Destruction
WHEN THIS IS THE HOUR: On your check, you may banish a random blessing from your discards to bless.
Auto-Fail the Landshark Welp
Discard Iomedae's Justice to explore again
Monster 3
Traits
Animal
Check
Combat
17
Powers
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Using the blessings of Iomedae, I grab Val and we head off to take on the Dire Lion that Al pointed out to us.
Recharge Gem of Physical Strength for BYA check
Stealth 7: 1d10 ⇒ 4
Even with Al's heads up, the Lion gets the jump on us.
Ouch. Take damage.
Damage: 1d4 ⇒ 3
Bury Wolfhide Armor to reduce damage to 0
"Let's go Val!"
Combat 17: 1d10 + 3 + 1d8 + 1 + 1d6 + 1d6 + 1d4 ⇒ (3) + 3 + (5) + 1 + (2) + (1) + (1) = 16
Melee - 1d10+2
Shieldsplitter Lance - 1d8+1
- Recharge - 1d6
Val's Aid -1d6
Al's Binders Tome - 1d4
GAH!!!!! Maybe I should have used Rad's Binders Tome :)
Use Reroll to reroll 1d6
Combat 17: 3 + 3 + 5 + 1 + 2 + 1d6 + 1 ⇒ 3 + 3 + 5 + 1 + 2 + (4) + 1 = 19
"
Hand: Fireball Beads, Tripartite Spear +2, Blessing of the Samurai, Wand of Acid Burst, Korvosan House Drake,
Displayed:
Deck: 11 Discard: 2 Buried: 1
Hero Points: 7
NOTES:
Other: Paizo reroll used for scenario 6-4B?: Y
Middle of Deck (Unknown Order): The Rakshasa, Katana +1, Dwarven Earthbreaker +1, Legionnaire Chaplain
Recharged: Enervation, Four-Mirror Armor, Unearthly Aim, Shock Glaive +1 (2), Embiggen, Gem of Physical Prowess, Shieldsplitter Lance,
Discard Pile:
Buried Pile:
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.
☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☑ You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.
| wkover - Quinn |
Out of turn - discard rapier for ranged combat damage, then move to Tavern.
Gorum’s Iron
Blessing 1
On your non-Attack combat check, add 1.
SOT: Examine top card of Tavern: Wall of Lighting. Huh.
Also SOT: discard top of deck (Thieves' Tools) from Wounded Scourge.
Recharging Djinn to draw a card (Elixir of Healing) and shuffle deck. Lucky. Banish Elixir. How many cards healed?: 1d4 + 1 ⇒ (2) + 1 = 3- cards healed are mask, rapier, tools
Now explore and encounter revealed Wall. Asking for Radillo's Sergeant-at-Arms.
Con 10 w/ my Carnival blessing, Rad's ally: 1d6 + 1d6 + 1d6 ⇒ (1) + (2) + (4) = 7 - success, since can flip the 1 result and make it a 6
Take a bunch of electricity damage from barrier, but no cards in hand. Heal card from defeating barrier: Carnival blessing.
EOT examine of Tavern: Hellknight (ally 3).
Hand: Cerulean Mastermind, Elixir of Focus, Plaguebringer's Mask, The Carnival, Djinn, Twitch Tonic (Core), Armor of Insults,
Displayed:
Deck: 6 Discard: 3 Buried: 5
"Hero Points: 4 // Quinn has the following scourges marked:Wounded:"While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
"NOTES:
Available Support: Any item buries to add 1d8+2 vs. local barrier. "
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Knowledge: Intelligence +2
Disable: Intelligence +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
None
POWERS: (Empiricist)
For check invoking Finesse, may recharge ([X] or reload) a 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.
[X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
[X] When you defeat a barrier, you may heal a card.
Mat Reroll Used?: N
Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik, Lemore (upgraded)
Top card of Tavern is ally 3.
Quinn's studies of the supernatural have paid off in spades - also hearts and diamonds. He releases a bottle imp, which sprays him with healing vapors and assists him in the dissipation of a dazzling rumble of arc lighting.
Tired, Quinn leans on the rest of the party for support. Flenta gives him an elbow when he starts to snore.
| BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 4: What Stalks in Shadows
Story Banes | Scourges | Loot
During This Scenario: 6-4B: Rock and Steel
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 2
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
6+#
Powers
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
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.
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
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.
Monster 2
Traits
Human
Ranger
Veteran
Check
Combat
10+##
OR
Wisdom
5+#
Powers
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Barrier 2
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Barrier 4
Traits
Skirmish
Red Mantis
Check
None
0
Powers
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Barrier 2
Traits
Cache
Check
Intelligence
Knowledge
10
Powers
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
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.
Barrier 2
Traits
Obstacle
Weather
Check
None
0
Powers
Display this barrier at your location.
While displayed:
• When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Weapon 2
Traits
Scythe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non–story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
Traits
Chain
Ranged
Bludgeoning
Acid
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. 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
Traits
Knife
Melee
Slashing
Electricity
Finesse
Magic
Check
Strength
Acrobatics
Melee
12
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Weapon 2
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
Stealth
12
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Weapon 3
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
Display next to a local character.
While displayed:
• This character’s Strength and Constitution dice are each d12.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
On any combat check, freely banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Spell 4
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
10
Powers
Display next to a character. While displayed:
• On this character’s combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Spell 4
Traits
Magic
Divine
Attack
Fire
Check
Wisdom
Divine
12
Powers
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
Spell 4
Traits
Magic
Arcane
Divine
Attack
Undead
Check
Intelligence
Arcane
11
OR
Wisdom
Divine
13
Powers
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
Armor 2
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
11
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.
Armor 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
• On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
Item 4
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Item 2
Traits
Object
Alchemical
Attack
Fire
Check
Intelligence
Craft
10
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Item 3
Traits
Liquid
Alchemical
Poison
Check
Intelligence
Craft
9
Powers
Display. While displayed:
• On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Item 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
8
Powers
On a local non-combat check, banish to add the character’s Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
Item 2
Traits
Instrument
Magic
Check
Constitution
Fortitude
7
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
Ally 3
Traits
Human
Aristocrat
Rogue
Check
Charisma
Diplomacy
Stealth
12
Powers
On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Ally 3
Traits
Animal
Veteran
Check
Wisdom
Survival
9
Powers
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
Ally 4
Traits
Aberration
Check
Wisdom
Survival
9
Powers
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards’ before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Ally 2
Traits
Lycanthrope
Hireling
Check
Wisdom
Survival
8
OR
Charisma
Diplomacy
10
Powers
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
Ally 2
Traits
Human
Medium
Harrow
Check
Charisma
Diplomacy
11
Powers
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
The first time you examine cards this turn, heal 1d4-1 cards.
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Blessing 1
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish
A
Boon
5+#
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
Blessing 3
Traits
Deity: Norgorber
Divine
Check
Craft
Divine
Stealth
8
Powers
WHEN THIS IS THE HOUR
On your check that invokes the Alchemical or Poison trait, add 1d4.
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Turn: 21 Valaros/Katlyn99
Top of Blessing Discard Pile: The Vision - 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.
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 Remaining: 9
Blessings Deck
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 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.
Blessing 3
Traits
Deity: Asmodeus
Divine
Check
Charisma
Diplomacy
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would fail a check, you may bury 1 card to reroll 1 die.
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
Blessing 1
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
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 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.
Blessing 3
Traits
Deity: Zon-kuthon
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Tavern
Traits: Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M:1 Ba:0 W:0 Sp:1 Ar:0 I:2 Al:3 Bl:0 ?:1
Located here: everybody
Ally 3
Traits
Human
Hellknight
Check
Charisma
Diplomacy
11
Powers
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Ally 4
Traits
Human
Oracle
Respect
Check
Charisma
Diplomacy
Divine
12
OR
Recharge A Respect Boon
0
Powers
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
Monster 2
Traits
Perception
Elemental
Check
Combat
13
Powers
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Spell 3
Traits
Magic
Arcane
Healing
Check
Intelligence
Arcane
8
Powers
Display next to a location. While displayed:
• Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
• At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Ally 4
Traits
Human
Ranger
Respect
Check
Charisma
Diplomacy
11
OR
Summon And Defeat The Danger
Powers
Display. While displayed:
• On all Dexterity and Survival checks, add 1d6.
• At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
Story Bane Monster 4
Traits
Gargoyle
Check
Combat
23
Powers
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Item 2
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
10
Powers
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Item 2
Traits
Liquid
Paint
Check
Melee
Divine
5
Powers
Display. While displayed:
• On your checks against Undead banes, add 1d8.
• When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Cathedral
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
Bridge
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Tenement
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Stable
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Rooftops
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
| Valeros - Katlyn99 |
OFF-TURN ACTIONS: Als turn - encounter gargoyle & discard boangradd for the ranged dmg, Flentas turn - reload shieldsplitter lance
Encounter: Ashwing Gargoyle
Rad uses Mistform to allow me to evade, yay no wounded again (yet).
Hourglass Discard: The Vision
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.
Start of Turn: Examine - Hellknight of the Nail
Explore: Hellknight Of The Nail
Reload Katana to add a d6 to my diplomacy
Diplomacy 11: 2d6 + 2 ⇒ (6, 5) + 2 = 13
Hah everyone loves beer, even Hellknights!
End of Turn Actions: Recharge Evangelist
"
Hand: Soldier (Core), Helknight of the Nail, Shieldsplitter Lance, Katana +1, Fortified Breastplate,
Displayed:
Deck: 8 Discard: 6 Buried: 0
Current Location: Tavern
Hero Points Available: 2/2
Hero Points used: 0
Reroll Used: No
NOTES:
Available Support: Feel free to recharge/reload a weapon/armor/ally to add a 1d6 to a local combat check (5 available).
Other: I can avenge by discarding. 0 blessing(s) available.
Middle of Deck (Unknown Order): Blessing of Abadar
Recharged: Surgeon, Champion's Do-Maru, Longsword +2, Breakaway Spear, Tripartite Spear +2, Staff of Minor Healing (Core), Evangelist,
Discard Pile:
Buried Pile:
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 ☐ 6
Proficiencies:
Armor Weapon
POWERS:
On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
☐When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)
| Radillo - WilderRedbeard |
Off turn: During Al's turn, place Mistform in recovery and draw Fire Snake from bottom of deck. Discard Ice Chemist for Ranged Combat damage and move to Tavern.
Mistform recovery - Arcane 12: 1d10 + 6 + 1d4 ⇒ (3) + 6 + (4) = 13 recharged
During Quinn's turn, recharge Sergeant-at-arms.
Start of turn: The hour of Prayer
When this is the hour: No effect.
Explore:
Traits
Human
Oracle
Respect
Check
Charisma
Diplomacy
Divine
12
OR
Recharge A Respect Boon
0
Powers
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
Diplomacy (Arcane) 12: 1d10 + 6 + 1d4 ⇒ (7) + 6 + (4) = 17 acquired
Discard Ausio Carowyn to explore & recharge Cleric of Nethys: Smokeslayer (Monster 2)
Using Ausio Carowyn's power, evade and explore random top card: 1d6 + 2 ⇒ (5) + 2 = 7
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
10
Powers
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Intelligence 10: 1d10 + 3 + 1d4 ⇒ (9) + 3 + (1) = 13 acquired
End turn and reset hand.
Hand: Life Drain, Frost Ray, Fire Snake, Binder's Tome, Spellbook, Lyrune-quah Truthspeaker (acquired), Twitch Tonic (acquired),
Displayed:
Deck: 10 Discard: 6 Buried: 1
Current Location: Tavern
Hero Points: 7
NOTES:
Available Support: Binder's Tome adds 1d4 and Mental to all local combat or Charisma checks. When any local character attempts a check to defeat a monster, Radillo can recharge an ally to reduce the difficulty of that check by 1 plus the adventure deck number of the recharged ally (ask before using - 1 ally in hand).
Other: Dice Re-Roll Used for 6-4B?: N
Middle of Deck (Unknown Order): Twisted Space, Bound Imp, Pharasma's Knowing (loot), Enervation, Embiggen
Recharged: Blessing of Sivanah, Nightspear (acquired), Mistform (acquired), Sergeant-at-arms (acquired), Cleric of Nethys,
Discard Pile:
Buried Pile:
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: Puppet Master (Role Card)
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 ( [X] 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.
[X] When you discard an ally to explore your location, you may recharge a random ally from your discard pile.
[X] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ( ☐ 2) plus the adventure deck number of the recharged ally, if any.
Cards 2 & 7 acquired, location shuffled.
| BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 4: What Stalks in Shadows
Story Banes | Scourges | Loot
During This Scenario: 6-4B: Rock and Steel
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 2
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
6+#
Powers
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
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.
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
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.
Monster 2
Traits
Human
Ranger
Veteran
Check
Combat
10+##
OR
Wisdom
5+#
Powers
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Barrier 2
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Barrier 4
Traits
Skirmish
Red Mantis
Check
None
0
Powers
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Barrier 2
Traits
Cache
Check
Intelligence
Knowledge
10
Powers
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
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.
Barrier 2
Traits
Obstacle
Weather
Check
None
0
Powers
Display this barrier at your location.
While displayed:
• When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Weapon 2
Traits
Scythe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non–story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
Traits
Chain
Ranged
Bludgeoning
Acid
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. 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
Traits
Knife
Melee
Slashing
Electricity
Finesse
Magic
Check
Strength
Acrobatics
Melee
12
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Weapon 2
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
Stealth
12
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Weapon 3
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
Display next to a local character.
While displayed:
• This character’s Strength and Constitution dice are each d12.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
On any combat check, freely banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Spell 4
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
10
Powers
Display next to a character. While displayed:
• On this character’s combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Spell 4
Traits
Magic
Divine
Attack
Fire
Check
Wisdom
Divine
12
Powers
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
Spell 4
Traits
Magic
Arcane
Divine
Attack
Undead
Check
Intelligence
Arcane
11
OR
Wisdom
Divine
13
Powers
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
Armor 2
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
11
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.
Armor 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
• On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
Item 4
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Item 2
Traits
Object
Alchemical
Attack
Fire
Check
Intelligence
Craft
10
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Item 3
Traits
Liquid
Alchemical
Poison
Check
Intelligence
Craft
9
Powers
Display. While displayed:
• On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Item 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
8
Powers
On a local non-combat check, banish to add the character’s Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
Item 2
Traits
Instrument
Magic
Check
Constitution
Fortitude
7
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
Ally 3
Traits
Human
Aristocrat
Rogue
Check
Charisma
Diplomacy
Stealth
12
Powers
On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Ally 3
Traits
Animal
Veteran
Check
Wisdom
Survival
9
Powers
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
Ally 4
Traits
Aberration
Check
Wisdom
Survival
9
Powers
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards’ before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Ally 2
Traits
Lycanthrope
Hireling
Check
Wisdom
Survival
8
OR
Charisma
Diplomacy
10
Powers
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
Ally 2
Traits
Human
Medium
Harrow
Check
Charisma
Diplomacy
11
Powers
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
The first time you examine cards this turn, heal 1d4-1 cards.
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Blessing 1
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish
A
Boon
5+#
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
Blessing 3
Traits
Deity: Norgorber
Divine
Check
Craft
Divine
Stealth
8
Powers
WHEN THIS IS THE HOUR
On your check that invokes the Alchemical or Poison trait, add 1d4.
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Turn: 23 Alahazra/magi210
Top of Blessing Discard Pile: The Snakebite - When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
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 Remaining: 7
Blessings Deck
Blessing 3
Traits
Deity: Asmodeus
Divine
Check
Charisma
Diplomacy
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would fail a check, you may bury 1 card to reroll 1 die.
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
Blessing 1
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
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 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.
Blessing 3
Traits
Deity: Zon-kuthon
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Tavern
Traits: Urban
At This Location: You may recharge an ally to explore.
When Closing: Each local character reveals an ally.
When Permanently Closed: Each local character may heal a card.
M:1 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: everybody
Notes: Smoke Slayer
Item 2
Traits
Liquid
Paint
Check
Melee
Divine
5
Powers
Display. While displayed:
• On your checks against Undead banes, add 1d8.
• When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Ally 4
Traits
Human
Ranger
Respect
Check
Charisma
Diplomacy
11
OR
Summon And Defeat The Danger
Powers
Display. While displayed:
• On all Dexterity and Survival checks, add 1d6.
• At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
Spell 3
Traits
Magic
Arcane
Healing
Check
Intelligence
Arcane
8
Powers
Display next to a location. While displayed:
• Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
• At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Monster 2
Traits
Perception
Elemental
Check
Combat
13
Powers
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Story Bane Monster 4
Traits
Gargoyle
Check
Combat
23
Powers
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.
Cathedral
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
Bridge
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Tenement
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Stable
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Rooftops
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
ACG - Alahazra
|
Turn 23: The Snakebite
WHEN THIS IS THE HOUR
On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
SoT: Examine top two of Tavern. White War Paint, skin-Quan Boneslayer
Free explore: White War Paint (Divine 5, autoacquire.)
Discard cleric of nethys to examine the next 3 cards: Boneslayer, Mansion, Smokeslayer. Leave them in that order. Explore and encounter Boneslayer.
Reveal tome.
Charisma 11: 1d12 + 3 + 1d4 ⇒ (7) + 3 + (4) = 14 -> Added to hand.
End turn, reset hand.
| Flenta - Gimry |
Hourglass Discard:The First
WHEN THIS IS THE HOUR: When you would fail a check, you may bury 1 card to reroll 1 die.
Again heading Als words of foresight, I head over to the spell she pointed out. As I do, Quinn rummages through his never ending pack of potions and scrolls.
"Here, Flenta. Drink this it might help in the future"
"Thank You, Quinn!"
That really is quite the pack he carries with him. Is there anything he doesn't have?
Spell 3
Traits
Magic
Arcane
Healing
Check
Intelligence
Arcane
8
Powers
Display next to a location. While displayed:
• Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
• At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
As Flenta reads over the Scroll, she sees Rad looking over at her. Not wanting to embarrass herself in front of the Wizard she drinks the potion while examining the scroll.
Int 8: 1d8 + 3 + 1d8 + 3 ⇒ (7) + 3 + (4) + 3 = 17
Elixer of Focus adds Int Skill to check (1d8+3)
"AHA! A scroll of Magical Mansion!" Flenta says just loud enough for the nearby Wizard to hear.
With that out of the way, I ask Al to point me towards the beast that she saw in her vision.
Discard Samurai to explore again
Again Quinn follows close behind.
"Flenta, my friend here may be able to help you in the fight ahead."
Is there anything that man can't do?
Monster 2
Traits
Perception
Elemental
Check
Combat
13
Powers
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
BYA Con 9: 1d6 + 1d10 + 5 ⇒ (3) + (8) + 5 = 16
Use Cerulean Mastermind to add d10+5
As I enter the smoke filled room, the Cerulean Mastermind helps me to withstand the noxious fumes surrounding the mystical Elemental.
Quickly realizing that weapons would be useless against this thing, I smile and blast it with my newfound beads.
Combat 13: 3d6 + 12 ⇒ (4, 3, 3) + 12 = 22
Fireball Beads - 3d6+12
Auto Recharge Fireball Beads from power
With just the Gargoyle left, I look over to Val and smile.....
"
Hand: Tripartite Spear +2, Magical Mansion, Wand of Acid Burst, Korvosan House Drake, The Rakshasa,
Displayed:
Deck: 11 Discard: 3 Buried: 1
Hero Points: 7
NOTES:
Other: Paizo reroll used for scenario 6-4B?: Y
Middle of Deck (Unknown Order): Katana +1, Dwarven Earthbreaker +1, Legionnaire Chaplain
Recharged: Enervation, Four-Mirror Armor, Unearthly Aim, Shock Glaive +1 (2), Embiggen, Gem of Physical Prowess, Shieldsplitter Lance, Fireball Beads,
Discard Pile:
Buried Pile:
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.
☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☐ or non-combat) check.
☑ You automatically succeed at your check to recharge (☐ or acquire) an item that has the Magic trait.