[PACS] [Gameday VIII] Year of Rotting Ruins [MorkXII] (Inactive)

Game Master MorkXII

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


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Deck Handler

OFF-TURN ACTIONS: Quinns turn - reveal fortified breastplate to reduce bya combat damage. Recharge Returning Totem Spear. Recharge staff of minor healing to heal Radillo
Hourglass Discard: Erastil’s Eye
WHEN THIS IS THE HOUR: If you are at a Wild location, you may discard a card to explore.

Explore: Wyrmsmite
Discard BoAbadar to bless
Melee 14: 2d10 + 5 ⇒ (2, 2) + 5 = 9
Val notes the rust on the weapon and leaves it alone.

End of Turn Actions: Recharge Evangelist

Valeros wrote:

Hand: Breakaway Spear, Shieldsplitter Lance, Tripartite Spear +2, Fortified Breastplate, Surgeon, Lady Of Valor (Loot),

Displayed:
Deck: 7 Discard: 6 Buried: 4
Current Location: Storehouse
Hero Points Available: 2/2
Hero Points used: 0
Reroll Used: Yes
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. 1 blessing(s) available.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Cleaving Battleaxe, Retriever, Chain Mail (Core), Soldier (Core), Returning Totem Spear, Staff of Minor Healing (Core), Evangelist,
Discard Pile: Hat of Glamour, Belt of Giant Strength, Lion's Helm, Brute Force Shield, Champion's Do-Maru, Blessing of Abadar,
Buried Pile: Katana +1, Longsword +2, Blessing of Angradd, Boors,

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

Favored Card: Sword Weapon
Hand Size: 4 ☑ 5 ☐ 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's Deck Manager

The hour of Sarenrae's Light
When this is the hour: When you heal, you may heal an additional card.
Move to Storehouse

Radillo hears a shout from the storehouse and realizes the group has the last assassin hemmed in.

Explore:

Wand Of Enervation:
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.

Spellbook & Create Mindscape x2, Acadamae Scholar adds 1
Arcane 10: 1d10 + 6 + 3d4 + 1 ⇒ (5) + 6 + (3, 4, 2) + 1 = 21 acquired
Discard Ice Chemist to explore and recharge Djinn:
Rioting Mob:
Story Bane Barrier 0

Traits
Skirmish
Veteran

Check
Charisma
Diplomacy
6+#

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

Place Fire Snake in recovery and draw Djinn from bottom of deck. Create Mindscape x2
Diplomacy (Arcane) 6+4=10: 1d10 + 6 + 2d4 ⇒ (10) + 6 + (1, 4) = 21 defeated & banished

A mob surrounds the storehouse and demands the group surrender themselves. Radillo has had enough at this point and chases them away with a flaming serpent.

End turn. Attempt Fire Snake recovery:
Arcane 8: 1d10 + 6 + 3d4 ⇒ (8) + 6 + (1, 3, 4) = 22 recharged
Discard Wand of Restoration and reset hand.

Radillo wrote:

Hand: Chain Lightning, Embiggen, Frost Ray, Spellbook, Acadamae Scholar, Wand of Enervation (acquired), Djinn (acquired),

Displayed: Pathfinder Bodyguard, Ketrick,
Deck: 6 Discard: 5 Buried: 5
Current Location: Storehouse
Hero Points: 7
NOTES:
Available Support: Blessings available. Embiggen and Wand of Enervation available. Pathfinder Bodyguard buries to reduce damage to a local character to 0. Ketrick buries to add 1d4+# to any combat check. 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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Cleric of Nethys, Skoan-quah Boneslayer (acquired), Pyrotechnic Blast, Bound Imp
Recharged: Enervation, Fire Snake,
Discard Pile: Fly, Ice Chemist, Blessing of Pharasma, Pharasma's Knowing (loot), Wand of Restoration (acquired),
Buried Pile: Twisted Space, Korvosan House Drake, Blessing of Sivanah, Jayna Lemore, Binder's Tome,

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

Favored Card: Spell or Ally
Hand Size: 6 ☑ 7 ☐ 8
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.

Scarab Sages

Deck Handler Oracle

Turn 22:The Marriage
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter an ally.

SoT: Examine top two cards of Storehouse (Shock Glaive and Red Mantis Assassin)
SoT: Summon and encounter Wolverine
Ally 3
Autofail.

Free Explore: Shock Glaive (Strength 14). Autofail.

Radillo displays Embiggen on Al.

Al discards Blessing of Abadar to explore.

Encounter Red Mantis Assassin (Combat 22).
BYA: Wisdom 8
Play Fire Snake to use Divine skill.
Wisdom 8: 1d20 + 5 + 1d4 ⇒ (8) + 5 + (2) = 15 -> Success.

Red Mantis Assassin (Combat 22)
Use fire bolt ability. Flip Heat Metal and recharge it.
Recharge Blessing of the Spellbound to bless.

Radillo recharges Djinn to reduce difficulty by 4.
Valeros recharges a weapon/armor to add 1d6.

Combat 18: 1d20 + 1d20 + 5 + 2d4 + 1d6 ⇒ (10) + (3) + 5 + (1, 2) + (4) = 25 -> Success.
Discard remainder of hand to close.

Party wins!


DEVELOPMENT:
The assassins and the mobs have all been dealt with. You’ve been asking a lot of questions about the Lupescinovs, and it can’t be a coincidence that the gargoyle ambush, the assassins, and the riled mobs all came for you after you discovered the family’s name and where to find them. They learned what you were doing alarmingly fast; you have to presume they’re also aware how much you’ve learned about them.

On the bright side, your decision to remain undercover has probably kept other Pathfinder agents in the region from their notice.

You run all of the way out of town into the nearby woods, taking shelter under a pile of fallen trees. With no immediate threat, you fall asleep quickly.

This time when you wake, there are no assassins facing you. You’re fully rested; it’s time to visit the Lupescinov estate.

SCENARIO REWARD:

  • Each character gets a hero point.
  • Loot: blessing Achaekek's Claws
    Achaekek’s Claws:
    Achaekek’s Claws
    Blessing 4

    Traits
    Deity: Achaekek
    Divine

    Check
    Intelligence
    Craft
    8

    Powers
    WHEN THIS IS THE HOUR
    Before acting against a story bane monster, draw 1 card then discard 1 card.

    On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
    Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.

    ACQUIRED CARDS:
    Weapon 4 Blackjack’s Rapier
    Weapon 2 Cleaving Battleaxe
    Weapon 4 Returning Totem Spear
    Spell 2 Full Pouch
    Armor 2 Brute Force Shield
    Armor 3 Lion’s Helm
    Item 4 Fireball Beads
    Item 3 Wand Of Enervation
    Item 4 Wand Of Restorative Touch
    Ally 3 Acadamae Scholar
    Ally 3 Djinn
    Ally 2 Sergeant-at-arms
    Ally 4 Skoan-quah Boneslayer
    Ally 3 Wolverine


  • 6-4D: The Tigers’ Den
    You remain on high alert as you make your way to the Lupescinov estate. Your vigilance serves you well; you get the drop on two different groups of “bandits” poised to ambush you along the road. Once defeated, they make no secret of their true allegiances.

    Strangely, when you arrive at the estate, you find no one outside. You expected house guards or at least some kind of resistance to your entry. Instead, it’s eerily quiet. No one challenges you as you walk right up to the door. Knocking seems unnecessary at this point. But it’s a ridiculous and amusing thought.

    You burst through the door and find yourself facing a man on a flight of stairs directly in front of the door. “I see you’ve let yourself in. Murderous thieves breaking into my house? I will have to defend myself. With your reputation in town no one will question that. You should have left things alone.” That heaviness, the foreboding you’ve been feeling since you arrived in Ardis, comes back full force. This is the terrible thing you’ve been expecting since you arrived.

    “Of course, I can’t do anything looking like this,” he says. “That would just be gauche.”

    The man’s form begins to blur and contort. The way his fingers and legs bend make it clear that he is far less human then he appeared. His head shifts into that of a large tiger, and his hands twist around until his palms face entirely backwards.

    “You have tangled with someone well beyond you. Now you’ll be dead, and I’ll control Ardis.”

    You certainly see that he is a rakshasa, a fiend known for its tyrannical, manipulative
    and greedy ways. His arrogance reminds you of Trazavai, though this one has at least spared you the theatrics of a monologue. He gestures dismissively as he turns his back to you and ascends the stairs. From the shadows around you, more rakshasas appear. As you ready your weapons, movement above catches your attention. More gargoyles. Just getting to the rakshasa is going to be a tough fight.

    LOCATIONS:
    1-Base
    1-Dungeons
    1-Laboratory
    1-Manor
    2-Library
    3-Repository
    4-Blood Pool
    5-Barracks
    6-Reading Room

    SETUP:

  • After building the locations, shuffle a non-closing henchman Ashwing Gargoyle-Proxy B into each/

    STORY BANES:

  • Danger: Ashwing Gargoyle, Rakshasa, Red Mantis Assassin
  • Villain: Bahor
  • Closing Henchmen: Vimanda, Rakshasas-Proxy A

    DURING THIS SCENARIO:

  • Once each turn, you may bury a card to explore.
  • When you close your location, after characters move, a random character summons and encounters the danger.


  • During This Adventure: Year of Rotting Ruins - Adventure 4: What Stalks in Shadows
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
  • After you use the Base's power to recharge cards, you may move or shuffle your deck. (4A Reward)
  • When you close a location and move to the Base, you may immediately explore it once. (4B Reward)

    During This Scenario: 6-4D: The Tigers’ Den

  • Harrow suit: Books
    SETUP:
  • After building the locations, shuffle a non-closing henchman Ashwing Gargoyle-Proxy B into each/

    STORY BANES:

  • Danger: Ashwing Gargoyle, Rakshasa, Red Mantis Assassin
  • Villain: Bahor
  • Closing Henchmen: Vimanda, Rakshasas-Proxy A

    DURING THIS SCENARIO:

  • Once each turn, you may bury a card to explore.
  • When you close your location, after characters move, a random character summons and encounters the danger.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Guardian Zombie
    Monster 2

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Cold, Electricity, Mental and Poison.
    If undefeated, suffer the scourge Plagued.

    Monster 2
    Spoiler:
    Cytillipede
    Monster 4

    Traits
    Vermin

    Check
    Combat
    16

    Powers
    Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
    If undefeated, a random local character summons and encounters this monster.

    Monster 3
    Spoiler:
    Rajambari
    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.

    Monster 4
    Spoiler:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

    Powers
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.

    Monster 5
    Spoiler:
    Xenarth
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Symbol Of Fear
    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
    Spoiler:
    Wall Of Lightning
    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.

    Barrier 3
    Spoiler:
    Foes On All Sides
    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
    Spoiler:
    Guardian Door
    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 5
    Spoiler:
    Brain Mold
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Wounding Spear-axe
    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.

    Weapon 2
    Spoiler:
    Venomous Dagger
    Weapon 3

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    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 combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Weapon 3
    Spoiler:
    Dragonbane Greatsword
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
    If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 4
    Spoiler:
    Keen Starknife
    Weapon 2

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    12

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Weapon 5
    Spoiler:
    Venomous Hand Crossbow
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Clairvoyance
    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
    Spoiler:
    Death’s Touch
    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.

    Spell 3
    Spoiler:
    Heat Metal
    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.

    Spell 4
    Spoiler:
    Twisted Space
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

    Powers
    When a character encounters a monster, banish to let them evade it; a local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spell 5
    Spoiler:
    Divine Fortune
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Bearskin Armor
    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
    Spoiler:
    Shield Of Resistance
    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 3
    Spoiler:
    Voidglass Armor
    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 4
    Spoiler:
    Lion’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    Discard to remove the scourges Exhausted and Frightened from all local characters.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 5
    Spoiler:
    Mithral Chain Shirt
    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.

    Random Items:
    Item 1
    Spoiler:
    Belt Of Physical Might
    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
    Spoiler:
    Zellara’s Harrow Deck
    Item 2

    Traits
    Loot
    Tool
    Magic
    Gambling
    Harrow
    Mental

    Check
    Wisdom
    Perception
    10

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

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

    Item 3
    Spoiler:
    Red War Paint
    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 4
    Spoiler:
    Fireball Beads
    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 5
    Spoiler:
    Wand Of Flame
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Dream Spider
    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.

    Ally 2
    Spoiler:
    Ausio Carowyn
    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
    Spoiler:
    Wolverine
    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
    Spoiler:
    Noble
    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 5
    Spoiler:
    Firepelt Cougar
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Our Lord In Iron
    Blessing 3

    Traits
    Deity: Gorum
    Divine

    Check
    Divine
    Melee
    Ranged
    8

    Powers
    WHEN THIS IS THE HOUR
    On your combat check, you may reveal any number of weapons; for each, add 1.

    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

    Blessing 2
    Spoiler:
    Rovagug’s Destruction
    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 3
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.

    Blessing 4
    Spoiler:
    Asmodeus’s Tyranny
    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 5
    Spoiler:
    The Crows
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Stealth
    4+#

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

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

    Turn: 1 Flenta/Gimry

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

    Top Blessing:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Quinn)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Blessings Deck Card 2 (Turn 3 Valaros)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 3 (Turn 4 Radillo)
    Spoiler:
    The Waxworks
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, discard a blessing or suffer the scourge Exhausted.

    On your check, discard this card and another card to bless twice.
    Discard to explore.

    Blessings Deck Card 4 (Turn 5 Alahazra)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 5 (Turn 6 Flenta)
    Spoiler:
    The Trumpet
    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.

    Blessings Deck Card 6 (Turn 7 Quinn)
    Spoiler:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When at least 3 types of boon are played on any check, a character may draw a card.

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

    Blessings Deck Card 7 (Turn 8 Valaros)
    Spoiler:
    Gozreh’s Growth
    Blessing 1

    Traits
    Deity: Gozreh
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Survival
    4+#

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

    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.

    Blessings Deck Card 8 (Turn 9 Radillo)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 9 (Turn 10 Alahazra)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 10 (Turn 11 Flenta)
    Spoiler:
    The Survivor
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, you may recharge any number of cards then reset.

    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.

    Blessings Deck Card 11 (Turn 12 Quinn)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 12 (Turn 13 Valaros)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Blessings Deck Card 13 (Turn 14 Radillo)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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

    Blessings Deck Card 14 (Turn 15 Alahazra)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

    When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.

    Blessings Deck Card 15 (Turn 16 Flenta)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 16 (Turn 17 Quinn)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

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

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

    Blessings Deck Card 17 (Turn 18 Valaros)
    Spoiler:
    The All-seeing Eye
    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.

    Blessings Deck Card 18 (Turn 19 Radillo)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 19 (Turn 20 Alahazra)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 20 (Turn 21 Flenta)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessings Deck Card 21 (Turn 22 Quinn)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 22 (Turn 23 Valaros)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 23 (Turn 24 Radillo)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

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

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

    Blessings Deck Card 24 (Turn 25 Alahazra)
    Spoiler:
    The Empty Throne
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 25 (Turn 26 Flenta)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

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

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

    Blessings Deck Card 26 (Turn 27 Quinn)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check, if you are at a Wild location, add 1d4.

    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.

    Blessings Deck Card 27 (Turn 28 Valaros)
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

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

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

    Blessings Deck Card 28 (Turn 29 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 29 (Turn 30 Alahazra)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Dungeons
    Traits: Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M:3 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:2

    Dungeons Card 1:
    Thunderstorm
    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.

    Dungeons Card 2:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

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

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

    Dungeons Card 3:
    Thundering Earthbreaker
    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.

    Dungeons Card 4:
    Dire Crocodile
    Monster 2

    Traits
    Animal
    Aquatic

    Check
    Combat
    15

    Powers
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

    Dungeons Card 5:
    Bahor
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa
    Rogue

    Check
    Combat
    20

    Powers
    Resistant to Attack.
    Vulnerable to Piercing.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Dungeons Card 6:
    Belt Of Physical Prowess
    Item 2

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    Dungeons Card 7:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Dungeons Card 8:
    Imprisonment
    Barrier 2

    Traits
    Lock
    Obstacle
    Task

    Check
    Dexterity
    Diplomacy
    Disable
    Stealth
    9

    Powers
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

    Dungeons Card 9:
    Mercenary
    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.

    Dungeons Card 10:
    Sklar-quah Thundercaller
    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.

    Dungeons Card 11:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory
    Traits: Urban
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
    When Closing: Succeed at an Intelligence or Craft 5+# check.
    When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
    M:2 Ba:2 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:2

    Laboratory Card 1:
    Diseased Rats
    Monster 2

    Traits
    Animal
    Swarm
    Disease

    Check
    Combat
    13
    OR
    Stealth
    Survival
    9

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

    Laboratory Card 2:
    Unearthly Aim
    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.

    Laboratory Card 3:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 4:
    Skoan-quah Boneslayer
    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.

    Laboratory Card 5:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    The difficulty is increased by the hour’s level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Laboratory Card 6:
    Secret Stockpile
    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.

    Laboratory Card 7:
    Twitch Tonic
    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.

    Laboratory Card 8:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Laboratory Card 9:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Laboratory Card 10:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 11:
    White War Paint
    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.

    Manor
    Traits: Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M:0 Ba:2 W:0 Sp:2 Ar:1 I:2 Al:2 Bl:0 ?:2

    Manor Card 1:
    Magic Klar
    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.

    Manor Card 2:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

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

    Manor Card 3:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Manor Card 4:
    Sergeant-at-arms
    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.

    Manor Card 5:
    Ring Of Protection
    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.

    Manor Card 6:
    Cerulean Mastermind
    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.

    Manor Card 7:
    Friendly Game Of Sredna
    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.

    Manor Card 8:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Manor Card 9:
    Dust Of Revealing
    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.

    Manor Card 10:
    Instrument Of Agony
    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.

    Manor Card 11:
    Enhance
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    Freely display next to a local character and choose a skill. While displayed:
    • On their checks using that skill, add 1+#.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Library
    Traits: Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M:1 Ba:2 W:0 Sp:3 Ar:0 I:2 Al:0 Bl:1 ?:2

    Library Card 1:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

    Powers
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Library Card 2:
    Acid Rain
    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.

    Library Card 3:
    Cryptic Message
    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.

    Library Card 4:
    Enlarge
    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.

    Library Card 5:
    Wand Of Enervation
    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.

    Library Card 6:
    Geist
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

    Powers
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.

    Library Card 7:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    11

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Library Card 8:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 9:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

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

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

    Library Card 10:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 11:
    Tangleburn Bag
    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.

    Repository
    Traits: Sacred, Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M:1 Ba:2 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:2

    Repository Card 1:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

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

    Repository Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Repository Card 3:
    Embiggen
    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.

    Repository Card 4:
    Blackjack’s Daggers
    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.

    Repository Card 5:
    Marked Cards
    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.

    Repository Card 6:
    Barghest
    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.

    Repository Card 7:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Repository Card 8:
    Treacherous Tunnels
    Barrier 2

    Traits
    Obstacle

    Check
    Wisdom
    Survival
    9

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.

    Repository Card 9:
    Acidic Bolas
    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.

    Repository Card 10:
    Red Mantis Mask
    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.

    Repository Card 11:
    Moon Maiden Armor
    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.

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:3 Ba:0 W:1 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:2

    Blood Pool Card 1:
    Vicious Scythe
    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.

    Blood Pool Card 2:
    Ghast
    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.

    Blood Pool Card 3:
    Wand Of Restorative Touch
    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.

    Blood Pool Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Blood Pool Card 5:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blood Pool Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Blood Pool Card 7:
    Mist Horror
    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.

    Blood Pool Card 8:
    Korvosan House Drake
    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.

    Blood Pool Card 9:
    Dimensional Jump
    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.

    Blood Pool Card 10:
    Bottled Lightning
    Item 4

    Traits
    Liquid
    Alchemical
    Attack
    Electricity
    Ranged

    Check
    Intelligence
    12

    Powers
    For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
    During a local encounter with a non–story bane monster, banish to ignore its before acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.

    Blood Pool Card 11:
    Cotct Gargoyle
    Monster 4

    Traits
    Gargoyle

    Check
    Combat
    21

    Powers
    Resistant to Melee. Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    Barracks
    Traits: Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M:2 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:1 Bl:1 ?:2

    Barracks Card 1:
    Magic Mithral Chain Mail
    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.

    Barracks Card 2:
    Sable Company Hide
    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.

    Barracks Card 3:
    Vimanda
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa
    Monk

    Check
    Combat
    17
    THEN
    Combat
    13
    OR
    Charisma
    Diplomacy
    8

    Powers
    Resistant to Attack. Vulnerable to Piercing.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Barracks Card 4:
    Metal Cobra
    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.

    Barracks Card 5:
    Giant Anaconda
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.

    Barracks Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Barracks Card 7:
    Horn Of Blasting
    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.

    Barracks Card 8:
    Lucky Starknife
    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.

    Barracks Card 9:
    Urgathoa’s Gluttony
    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.

    Barracks Card 10:
    Red Mantis Ambush
    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.

    Barracks Card 11:
    Salvator Scream
    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.

    Base
    Traits: Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    • Draw a card.
    • Heal a card.
    • Recharge any number of cards.
    • Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0

    No Location Card 1:
    Jayna Lemore
    Supporter 3

    Traits
    Human
    Paladin

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
    • □ You may bury to allow a local character to ignore a card's before or after acting power.

    No Location Card 2:
    Boors
    Supporter 2

    Traits
    Human
    Ranger

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • □ You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.

    No Location Card 3:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

    Powers
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.

    No Location Card 4:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.

    No Location Card 5:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

    Powers
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • □ You may bury to examine the top 3 cards of any location.

    No Location Card 6:
    Ketrik
    Supporter 2

    Traits
    Human
    Fighter

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • □ You may bury to draw 3 new armors, then banish 2 of them


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

    Start @ Manor.

    Quinn wrote:

    Hand: Elixir of Healing, Twitch Tonic (Core), Elixir of Focus, The Carnival, The Publican, Blast Stone (Core), The Dance,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 3
    "NOTES:
    Available Support: Any item buries to add 1d8+2 vs. local barrier.
    Other: Saving Publican + Blast Stone for combat (no weapon)."

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    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)

    Scarab Sages

    Deck Handler Oracle

    Swap loot: BotG for Achaekek's Claws
    Swap Ruby of Charisma for Mist Horn

    Start at the Library

    "

    Alahazra wrote:

    Hand: Channel the Gift, Restorative Touch, Create Mindscape, Holy Javelin, Blessing of the Spellbound 1, Blessing of Sivanah,
    Displayed:
    Deck: 14 Discard: 0 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.

    Skills and Powers:
    SKILLS

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

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

    Swap out Wand of Acid Burst for Wand of Enervation, then add Wand of Acid Burst back in for Card Feat

    A Rakshasa! Those things are bad news. As he takes off, I quickly head down the stairs and end up in a room covered in Blood Pools.

    Start in Blood Pools

    Along the wall of the room, I see an old weapon.

    Vicious Scythe:

    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.

    Melee 11: 1d10 + 4 ⇒ (5) + 4 = 9

    Glancing at my Glaive, I leave the old weapon there. Who needs that old junk when I have this!

    "

    Flenta wrote:

    Hand: Wolfhide Armor, Wand of Enervation, Dwarven Earthbreaker +1, Gem of Physical Prowess, Shock Glaive +1,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 7
    NOTES:
    Available Support: Wand of Enervation Recharges to reduce a combat check by 2d4
    Other: Paizo reroll used for scenario 6-4D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Legionnaire Chaplain, Embiggen, Frost Ray, Fiery Glare (Core), Enervation, Katana +1, Four-Mirror Armor, Iomedae's Justice, The Rakshasa, Shieldsplitter Lance, Wand of Acid Burst, Blessing of Shizuru, Tripartite Spear +2, Fireball Beads
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    - Acrobatics: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☑ +2 ☑ +3
    - Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

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

    "


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

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

    A meeting has been called at the lush estates of the town mayor. The goal is to develop a plan to quash the activities of the invading stripes and whiskers.

    Quinn has a few ideas.

    SOT: Per location, recharge Twitch Tonic and draw Jasan ally. SOT examine: Top card of Manor is Magic Klar armor.

    Con 9 w/ my Carnival blessing: 2d6 ⇒ (6, 2) = 8 - 2 flipped to become a 5, so armor acquired.

    Armor buried to explore again, per scenario. Encounter Perplexing Text barrier.

    Know 11 (7+4) w/ Elixir of Focus, recharged Jasan: 1d10 + 6 + 1d6 + 1d10 + 4 ⇒ (4) + 6 + (3) + (5) + 4 = 22

    From barrier defeat, will draw a spell (Clairvoyance, Spell 3) and heal a card (Carnival). EOT location examine: Henchman A (Rakshasa).

    Quinn peruses the mayor's manor, now abandoned, as the official turns tail for a safer environment. Quinn uncovers a discarded armor and a tome with historical notes on defensive terrain, both of which may be useful in the upcoming battle.

    Discard Clairvoyance before drawing up.

    Quinn wrote:

    Hand: Elixir of Healing, Djinn, B of Sages, Twitch Tonic (Core), The Publican, Blast Stone (Core), The Dance,

    Displayed:
    Deck: 12 Discard: 1 Buried: 1
    Hero Points: 3
    "NOTES:
    Available Support: Any item buries to add 1d8+2 vs. local barrier.
    Other: BoS adds a die, or 3d8 to any know/per. Saving Publican + Blast Stone for combat (no weapon)."

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    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 Manor is Henchman A. Happy to have someone use the Dance blessing, as I'm still digging for a weapon.


    Deck Handler

    "

    Valeros wrote:

    Hand: Longsword +2, Blessing of Angradd, Tripartite Spear +2, Breakaway Spear, Lady Of Valor (Loot), Evangelist,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Dungeons
    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. 2 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Surgeon, Blessing of Abadar, Belt of Giant Strength, Chain Mail (Core), Staff of Minor Healing (Core), Retriever, Champion's Do-Maru, Viking Shieldmaster, Fortified Breastplate, Shieldsplitter Lance, Frost Lance +2, Hat of Glamour, Soldier (Core)
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Sword Weapon
    Hand Size: 4 ☑ 5 ☐ 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.)

    "


    During This Adventure: Year of Rotting Ruins - Adventure 4: What Stalks in Shadows
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
  • After you use the Base's power to recharge cards, you may move or shuffle your deck. (4A Reward)
  • When you close a location and move to the Base, you may immediately explore it once. (4B Reward)

    During This Scenario: 6-4D: The Tigers’ Den

  • Harrow suit: Books
    SETUP:
  • After building the locations, shuffle a non-closing henchman Ashwing Gargoyle-Proxy B into each/

    STORY BANES:

  • Danger: Ashwing Gargoyle, Rakshasa, Red Mantis Assassin
  • Villain: Bahor
  • Closing Henchmen: Vimanda, Rakshasas-Proxy A

    DURING THIS SCENARIO:

  • Once each turn, you may bury a card to explore.
  • When you close your location, after characters move, a random character summons and encounters the danger.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

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

    Powers
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.

    Monster 2
    Spoiler:
    Cytillipede
    Monster 4

    Traits
    Vermin

    Check
    Combat
    16

    Powers
    Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
    If undefeated, a random local character summons and encounters this monster.

    Monster 3
    Spoiler:
    Cotct Basilisk
    Monster 2

    Traits
    Animal

    Check
    Combat
    12

    Powers
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.

    Monster 4
    Spoiler:
    Dire Lion
    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.

    Monster 5
    Spoiler:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Mental

    Check
    Combat
    12

    Powers
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.

    Random Barriers:
    Barrier 1
    Spoiler:
    Brain Mold
    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
    Spoiler:
    Haunt
    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 3
    Spoiler:
    Death’s Breath Door
    Barrier 2

    Traits
    Lock
    Trap

    Check
    Strength
    Dexterity
    Disable
    Divine
    10

    Powers
    If undefeated, mark this barrier’s location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

    Barrier 4
    Spoiler:
    Wyvern Blade Trap
    Barrier 3

    Traits
    Trap
    Poison

    Check
    Dexterity
    Disable
    10
    OR
    Wisdom
    Perception
    12

    Powers
    If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.

    Barrier 5
    Spoiler:
    Wailing Maidens
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Vindicator
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
    On a distant character’s combat check, freely reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 2
    Spoiler:
    Keen Starknife
    Weapon 2

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    12

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Weapon 3
    Spoiler:
    Shock Kukri
    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 4
    Spoiler:
    Wyrmsmite
    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 5
    Spoiler:
    Frost Longspear
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Magical Mansion
    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.

    Spell 2
    Spoiler:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spell 3
    Spoiler:
    Vampiric Touch
    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 4
    Spoiler:
    Enervation
    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 5
    Spoiler:
    Poison Blast
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Impervious Chain Shirt
    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
    Spoiler:
    Bearskin Armor
    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 3
    Spoiler:
    Grounded Studded Leather
    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 4
    Spoiler:
    Shield Of Resistance
    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 5
    Spoiler:
    Magic Full Plate
    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.

    Random Items:
    Item 1
    Spoiler:
    Bloodroot Poison
    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
    Spoiler:
    Red War Paint
    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 3
    Spoiler:
    Belt Of Physical Might
    Item 4

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    13

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.

    Item 4
    Spoiler:
    Wand Of Flame
    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.

    Item 5
    Spoiler:
    Wayfinder
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Hippogriff Fledgling
    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
    Spoiler:
    Tayce Soldado
    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 3
    Spoiler:
    Riding Allosaurus
    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
    Spoiler:
    Bound Homunculus
    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.

    Ally 5
    Spoiler:
    Sable Company Marine
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Rovagug’s Destruction
    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 2
    Spoiler:
    Urgathoa’s Gluttony
    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 3
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 4
    Spoiler:
    The Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessing 5
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Turn: 3 Valaros/Katlyn99

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

    Top Blessing:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.


    Blessings Remaining: 27
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 4 Radillo)
    Spoiler:
    The Waxworks
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, discard a blessing or suffer the scourge Exhausted.

    On your check, discard this card and another card to bless twice.
    Discard to explore.

    Blessings Deck Card 2 (Turn 5 Alahazra)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 3 (Turn 6 Flenta)
    Spoiler:
    The Trumpet
    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.

    Blessings Deck Card 4 (Turn 7 Quinn)
    Spoiler:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When at least 3 types of boon are played on any check, a character may draw a card.

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

    Blessings Deck Card 5 (Turn 8 Valaros)
    Spoiler:
    Gozreh’s Growth
    Blessing 1

    Traits
    Deity: Gozreh
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Survival
    4+#

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

    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.

    Blessings Deck Card 6 (Turn 9 Radillo)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 7 (Turn 10 Alahazra)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 8 (Turn 11 Flenta)
    Spoiler:
    The Survivor
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, you may recharge any number of cards then reset.

    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.

    Blessings Deck Card 9 (Turn 12 Quinn)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 10 (Turn 13 Valaros)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Blessings Deck Card 11 (Turn 14 Radillo)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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

    Blessings Deck Card 12 (Turn 15 Alahazra)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

    When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.

    Blessings Deck Card 13 (Turn 16 Flenta)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 14 (Turn 17 Quinn)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

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

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

    Blessings Deck Card 15 (Turn 18 Valaros)
    Spoiler:
    The All-seeing Eye
    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.

    Blessings Deck Card 16 (Turn 19 Radillo)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 17 (Turn 20 Alahazra)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 18 (Turn 21 Flenta)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessings Deck Card 19 (Turn 22 Quinn)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 20 (Turn 23 Valaros)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 21 (Turn 24 Radillo)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

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

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

    Blessings Deck Card 22 (Turn 25 Alahazra)
    Spoiler:
    The Empty Throne
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 23 (Turn 26 Flenta)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

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

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

    Blessings Deck Card 24 (Turn 27 Quinn)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check, if you are at a Wild location, add 1d4.

    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.

    Blessings Deck Card 25 (Turn 28 Valaros)
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

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

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

    Blessings Deck Card 26 (Turn 29 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 27 (Turn 30 Alahazra)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Dungeons
    Traits: Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M:3 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:2
    Located here: Val

    Dungeons Card 1:
    Thunderstorm
    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.

    Dungeons Card 2:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

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

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

    Dungeons Card 3:
    Thundering Earthbreaker
    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.

    Dungeons Card 4:
    Dire Crocodile
    Monster 2

    Traits
    Animal
    Aquatic

    Check
    Combat
    15

    Powers
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

    Dungeons Card 5:
    Bahor
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa
    Rogue

    Check
    Combat
    20

    Powers
    Resistant to Attack.
    Vulnerable to Piercing.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Dungeons Card 6:
    Belt Of Physical Prowess
    Item 2

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    Dungeons Card 7:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Dungeons Card 8:
    Imprisonment
    Barrier 2

    Traits
    Lock
    Obstacle
    Task

    Check
    Dexterity
    Diplomacy
    Disable
    Stealth
    9

    Powers
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

    Dungeons Card 9:
    Mercenary
    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.

    Dungeons Card 10:
    Sklar-quah Thundercaller
    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.

    Dungeons Card 11:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory
    Traits: Urban
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
    When Closing: Succeed at an Intelligence or Craft 5+# check.
    When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
    M:2 Ba:2 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:2

    Laboratory Card 1:
    Diseased Rats
    Monster 2

    Traits
    Animal
    Swarm
    Disease

    Check
    Combat
    13
    OR
    Stealth
    Survival
    9

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

    Laboratory Card 2:
    Unearthly Aim
    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.

    Laboratory Card 3:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 4:
    Skoan-quah Boneslayer
    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.

    Laboratory Card 5:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    The difficulty is increased by the hour’s level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Laboratory Card 6:
    Secret Stockpile
    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.

    Laboratory Card 7:
    Twitch Tonic
    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.

    Laboratory Card 8:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Laboratory Card 9:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Laboratory Card 10:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 11:
    White War Paint
    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.

    Manor
    Traits: Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M:0 Ba:1 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:0 ?:2
    Located here: Quinn

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

    Traits

    Check
    None
    0

    Powers

    Manor Card 2:
    Sergeant-at-arms
    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.

    Manor Card 3:
    Ring Of Protection
    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.

    Manor Card 4:
    Cerulean Mastermind
    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.

    Manor Card 5:
    Friendly Game Of Sredna
    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.

    Manor Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Manor Card 7:
    Dust Of Revealing
    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.

    Manor Card 8:
    Instrument Of Agony
    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.

    Manor Card 9:
    Enhance
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    Freely display next to a local character and choose a skill. While displayed:
    • On their checks using that skill, add 1+#.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Library
    Traits: Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M:1 Ba:2 W:0 Sp:3 Ar:0 I:2 Al:0 Bl:1 ?:2
    Located here: Al

    Library Card 1:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

    Powers
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Library Card 2:
    Acid Rain
    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.

    Library Card 3:
    Cryptic Message
    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.

    Library Card 4:
    Enlarge
    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.

    Library Card 5:
    Wand Of Enervation
    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.

    Library Card 6:
    Geist
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

    Powers
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.

    Library Card 7:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    11

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Library Card 8:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 9:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

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

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

    Library Card 10:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 11:
    Tangleburn Bag
    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.

    Repository
    Traits: Sacred, Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M:1 Ba:2 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:2

    Repository Card 1:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

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

    Repository Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Repository Card 3:
    Embiggen
    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.

    Repository Card 4:
    Blackjack’s Daggers
    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.

    Repository Card 5:
    Marked Cards
    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.

    Repository Card 6:
    Barghest
    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.

    Repository Card 7:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Repository Card 8:
    Treacherous Tunnels
    Barrier 2

    Traits
    Obstacle

    Check
    Wisdom
    Survival
    9

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.

    Repository Card 9:
    Acidic Bolas
    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.

    Repository Card 10:
    Red Mantis Mask
    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.

    Repository Card 11:
    Moon Maiden Armor
    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.

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:3 Ba:0 W:0 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:2
    Located here: Flenta

    Blood Pool Card 1:
    Ghast
    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.

    Blood Pool Card 2:
    Wand Of Restorative Touch
    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.

    Blood Pool Card 3:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Blood Pool Card 4:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blood Pool Card 5:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Blood Pool Card 6:
    Mist Horror
    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.

    Blood Pool Card 7:
    Korvosan House Drake
    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.

    Blood Pool Card 8:
    Dimensional Jump
    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.

    Blood Pool Card 9:
    Bottled Lightning
    Item 4

    Traits
    Liquid
    Alchemical
    Attack
    Electricity
    Ranged

    Check
    Intelligence
    12

    Powers
    For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
    During a local encounter with a non–story bane monster, banish to ignore its before acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.

    Blood Pool Card 10:
    Cotct Gargoyle
    Monster 4

    Traits
    Gargoyle

    Check
    Combat
    21

    Powers
    Resistant to Melee. Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    Barracks
    Traits: Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M:2 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:1 Bl:1 ?:2

    Barracks Card 1:
    Magic Mithral Chain Mail
    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.

    Barracks Card 2:
    Sable Company Hide
    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.

    Barracks Card 3:
    Vimanda
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa
    Monk

    Check
    Combat
    17
    THEN
    Combat
    13
    OR
    Charisma
    Diplomacy
    8

    Powers
    Resistant to Attack. Vulnerable to Piercing.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Barracks Card 4:
    Metal Cobra
    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.

    Barracks Card 5:
    Giant Anaconda
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.

    Barracks Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Barracks Card 7:
    Horn Of Blasting
    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.

    Barracks Card 8:
    Lucky Starknife
    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.

    Barracks Card 9:
    Urgathoa’s Gluttony
    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.

    Barracks Card 10:
    Red Mantis Ambush
    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.

    Barracks Card 11:
    Salvator Scream
    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.

    Base
    Traits: Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    • Draw a card.
    • Heal a card.
    • Recharge any number of cards.
    • Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0

    Base Card 1:
    Jayna Lemore
    Supporter 3

    Traits
    Human
    Paladin

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
    • □ You may bury to allow a local character to ignore a card's before or after acting power.

    Base Card 2:
    Boors
    Supporter 2

    Traits
    Human
    Ranger

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • □ You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.

    Base Card 3:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

    Powers
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.

    Base Card 4:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.

    Base Card 5:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

    Powers
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • □ You may bury to examine the top 3 cards of any location.

    Base Card 6:
    Ketrik
    Supporter 2

    Traits
    Human
    Fighter

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • □ You may bury to draw 3 new armors, then banish 2 of them


  • Radillo's Deck Manager

    Swap in Salvator Scream for Korvosan House Drake.
    Pharasma's Knowing (loot) swapped in for Sands of the Hour. Start at Laboratory

    Radillo wrote:

    Hand: Enervation, Frost Ray, Fly, Pyrotechnic Blast, Create Mindscape, Spellbook, Cleric of Nethys,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Laboratory
    Hero Points: 7
    NOTES:
    Available Support: Enervation and Create Mindscape 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 (ask before using last ally).
    Other: Dice Re-Roll Used for 6-4C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bound Imp, Salvator Scream, Chain Lightning, Ice Chemist, Embiggen, Binder's Tome, Acadamae Scholar, Twisted Space, Fire Snake, Blessing of Sivanah, Pharasma's Knowing (loot), Blessing of Pharasma
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Spell or Ally
    Hand Size: 6 ☑ 7 ☐ 8
    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.


    Deck Handler

    Hourglass Discard: Incitation
    WHEN THIS IS THE HOUR: No effect.

    Explore: Thunderstorm
    Display Thunderstorm at Dungeons location.

    Discard Evangelist to explore.
    Explore: Accursed Priest
    Discard Longsword, reload tripartite spear, recharge BoAngradd to bless.
    Combat 11+4+4: 2d10 + 5 + 1d8 + 2 + 1d6 + 1d6 ⇒ (9, 3) + 5 + (5) + 2 + (3) + (5) = 32
    AYA: a local character buries a blessing.
    Bury Lady of Valor

    End of Turn Actions: Recharge Evangelist

    Valeros wrote:

    Hand: Tripartite Spear +2, Staff of Minor Healing (Core), Champion's Do-Maru, Breakaway Spear, Hat of Glamour,

    Displayed:
    Deck: 12 Discard: 1 Buried: 1
    Current Location: Dungeons
    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 (3 available).
    Other: I can avenge by discarding. 0 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fortified Breastplate, Viking Shieldmaster, Frost Lance +2, Shieldsplitter Lance, Chain Mail (Core), Retriever, Surgeon, Blessing of Abadar, Soldier (Core), Belt of Giant Strength
    Recharged: Blessing of Angradd, Evangelist,
    Discard Pile: Longsword +2,
    Buried Pile: Lady Of Valor (Loot),

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

    Favored Card: Sword Weapon
    Hand Size: 4 ☑ 5 ☐ 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.)


    During This Adventure: Year of Rotting Ruins - Adventure 4: What Stalks in Shadows
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
  • After you use the Base's power to recharge cards, you may move or shuffle your deck. (4A Reward)
  • When you close a location and move to the Base, you may immediately explore it once. (4B Reward)

    During This Scenario: 6-4D: The Tigers’ Den

  • Harrow suit: Books
    SETUP:
  • After building the locations, shuffle a non-closing henchman Ashwing Gargoyle-Proxy B into each/

    STORY BANES:

  • Danger: Ashwing Gargoyle, Rakshasa, Red Mantis Assassin
  • Villain: Bahor
  • Closing Henchmen: Vimanda, Rakshasas-Proxy A

    DURING THIS SCENARIO:

  • Once each turn, you may bury a card to explore.
  • When you close your location, after characters move, a random character summons and encounters the danger.
    Thunderstorm:
    Thunderstorm
    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.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Roc
    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
    Spoiler:
    Manticore
    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.

    Monster 3
    Spoiler:
    Cotct Basilisk
    Monster 2

    Traits
    Animal

    Check
    Combat
    12

    Powers
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.

    Monster 4
    Spoiler:
    Quivering Cube
    Monster 2

    Traits
    Ooze
    Obstacle

    Check
    Combat
    12
    OR
    Craft
    9

    Powers
    Immune to Electricity, Mental, and Poison.
    If you are at an Underground location, the difficulty to defeat is increased by 4.
    Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.

    Monster 5
    Spoiler:
    Faceless Stalker
    Monster 2

    Traits
    Aberration

    Check
    Combat
    12

    Powers
    Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
    Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.

    Random Barriers:
    Barrier 1
    Spoiler:
    Wyvern Blade Trap
    Barrier 3

    Traits
    Trap
    Poison

    Check
    Dexterity
    Disable
    10
    OR
    Wisdom
    Perception
    12

    Powers
    If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.

    Barrier 2
    Spoiler:
    Foes On All Sides
    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
    Spoiler:
    Madness Mist Trap
    Barrier 3

    Traits
    Cache
    Lock
    Trap
    Magic

    Check
    Disable
    8
    OR
    Fortitude
    10

    Powers
    If defeated, draw a new spell or item.
    If undefeated, suffer 1d4 Poison damage, then mark this barrier’s location with the scourge Poisoned and banish this barrier.

    Barrier 4
    Spoiler:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Barrier 5
    Spoiler:
    Exploding Runes
    Barrier 2

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    6+#
    OR
    Disable
    8+#

    Powers
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Returning Totem Spear
    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
    Spoiler:
    Cleaving Battleaxe
    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 3
    Spoiler:
    Wyrmsmite
    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
    Spoiler:
    Wounding Spear-axe
    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.

    Weapon 5
    Spoiler:
    Seeking Longbow
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Chain Lightning
    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 2
    Spoiler:
    Vampiric Touch
    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 3
    Spoiler:
    Twisted Space
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

    Powers
    When a character encounters a monster, banish to let them evade it; a local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spell 4
    Spoiler:
    Aspect Of The Monkey
    Spell 2

    Traits
    Magic
    Divine
    Animal

    Check
    Wisdom
    Divine
    7

    Powers
    Display. While displayed:
    • On your Dexterity and Charisma checks, add 1d6.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.

    Spell 5
    Spoiler:
    Giant Form
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Magic Spiked Full Plate
    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 2
    Spoiler:
    Totem Klar
    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.

    Armor 3
    Spoiler:
    Sable Company Leathers
    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.

    Armor 4
    Spoiler:
    Gray Maiden Plate
    Armor 2

    Traits
    Heavy Armor
    Gray Maiden
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    • 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 5
    Spoiler:
    Brute Force Shield
    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.

    Random Items:
    Item 1
    Spoiler:
    Persona Mask
    Item 3

    Traits
    Accessory
    Magic

    Check
    Charisma
    Diplomacy
    9

    Powers
    On your Diplomacy check, reveal to add 1d4.
    Recharge to choose a character from any box and display it. Replace your traits with that character’s traits until the end of the turn, then banish that character.

    Item 2
    Spoiler:
    Ambrosia
    Item 3

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    12

    Powers
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.

    Item 3
    Spoiler:
    Elixir Of Focus
    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 4
    Spoiler:
    Wayfinder
    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 5
    Spoiler:
    Circlet Of Mental Acuity
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

    Powers
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.

    Random Allies:
    Ally 1
    Spoiler:
    Noble
    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 2
    Spoiler:
    Lyrune-quah Truthspeaker
    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.

    Ally 3
    Spoiler:
    Hippogriff Fledgling
    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 4
    Spoiler:
    Eries Yelloweyes
    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 5
    Spoiler:
    Djinn
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Desert
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you move during your move step, bury a card.

    On any check, discard to bless.
    Discard to move another character to your location.
    Discard to explore. This exploration, on all Constitution checks, add 1d4.

    Blessing 2
    Spoiler:
    The Cricket
    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.

    Blessing 3
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessing 4
    Spoiler:
    Urgathoa’s Gluttony
    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 5
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.

    Turn: 4 Radillo/WilderRedbeard

    Top of Blessing Discard Pile: The Waxworks - When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.

    Top Blessing:
    The Waxworks
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, discard a blessing or suffer the scourge Exhausted.

    On your check, discard this card and another card to bless twice.
    Discard to explore.


    Blessings Remaining: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 5 Alahazra)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 2 (Turn 6 Flenta)
    Spoiler:
    The Trumpet
    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.

    Blessings Deck Card 3 (Turn 7 Quinn)
    Spoiler:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When at least 3 types of boon are played on any check, a character may draw a card.

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

    Blessings Deck Card 4 (Turn 8 Valaros)
    Spoiler:
    Gozreh’s Growth
    Blessing 1

    Traits
    Deity: Gozreh
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Survival
    4+#

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

    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.

    Blessings Deck Card 5 (Turn 9 Radillo)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 6 (Turn 10 Alahazra)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 7 (Turn 11 Flenta)
    Spoiler:
    The Survivor
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, you may recharge any number of cards then reset.

    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.

    Blessings Deck Card 8 (Turn 12 Quinn)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 9 (Turn 13 Valaros)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Blessings Deck Card 10 (Turn 14 Radillo)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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

    Blessings Deck Card 11 (Turn 15 Alahazra)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

    When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.

    Blessings Deck Card 12 (Turn 16 Flenta)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 13 (Turn 17 Quinn)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

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

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

    Blessings Deck Card 14 (Turn 18 Valaros)
    Spoiler:
    The All-seeing Eye
    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.

    Blessings Deck Card 15 (Turn 19 Radillo)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 16 (Turn 20 Alahazra)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 17 (Turn 21 Flenta)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessings Deck Card 18 (Turn 22 Quinn)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 19 (Turn 23 Valaros)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 20 (Turn 24 Radillo)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

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

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

    Blessings Deck Card 21 (Turn 25 Alahazra)
    Spoiler:
    The Empty Throne
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 22 (Turn 26 Flenta)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

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

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

    Blessings Deck Card 23 (Turn 27 Quinn)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check, if you are at a Wild location, add 1d4.

    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.

    Blessings Deck Card 24 (Turn 28 Valaros)
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

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

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

    Blessings Deck Card 25 (Turn 29 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 26 (Turn 30 Alahazra)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Dungeons
    Traits: Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:2
    Located here: Val
    Notes: Thunderstorm displayed

    Dungeons Card 1:
    Thundering Earthbreaker
    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.

    Dungeons Card 2:
    Dire Crocodile
    Monster 2

    Traits
    Animal
    Aquatic

    Check
    Combat
    15

    Powers
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

    Dungeons Card 3:
    Bahor
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa
    Rogue

    Check
    Combat
    20

    Powers
    Resistant to Attack.
    Vulnerable to Piercing.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Dungeons Card 4:
    Belt Of Physical Prowess
    Item 2

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    Dungeons Card 5:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Dungeons Card 6:
    Imprisonment
    Barrier 2

    Traits
    Lock
    Obstacle
    Task

    Check
    Dexterity
    Diplomacy
    Disable
    Stealth
    9

    Powers
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

    Dungeons Card 7:
    Mercenary
    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.

    Dungeons Card 8:
    Sklar-quah Thundercaller
    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.

    Dungeons Card 9:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory
    Traits: Urban
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
    When Closing: Succeed at an Intelligence or Craft 5+# check.
    When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
    M:2 Ba:2 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:2
    Located here: Rad

    Laboratory Card 1:
    Diseased Rats
    Monster 2

    Traits
    Animal
    Swarm
    Disease

    Check
    Combat
    13
    OR
    Stealth
    Survival
    9

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

    Laboratory Card 2:
    Unearthly Aim
    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.

    Laboratory Card 3:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 4:
    Skoan-quah Boneslayer
    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.

    Laboratory Card 5:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    The difficulty is increased by the hour’s level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Laboratory Card 6:
    Secret Stockpile
    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.

    Laboratory Card 7:
    Twitch Tonic
    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.

    Laboratory Card 8:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Laboratory Card 9:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Laboratory Card 10:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 11:
    White War Paint
    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.

    Manor
    Traits: Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M:0 Ba:1 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:0 ?:2
    Located here: Quinn

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

    Traits

    Check
    None
    0

    Powers

    Manor Card 2:
    Sergeant-at-arms
    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.

    Manor Card 3:
    Ring Of Protection
    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.

    Manor Card 4:
    Cerulean Mastermind
    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.

    Manor Card 5:
    Friendly Game Of Sredna
    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.

    Manor Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Manor Card 7:
    Dust Of Revealing
    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.

    Manor Card 8:
    Instrument Of Agony
    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.

    Manor Card 9:
    Enhance
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    Freely display next to a local character and choose a skill. While displayed:
    • On their checks using that skill, add 1+#.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Library
    Traits: Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M:1 Ba:2 W:0 Sp:3 Ar:0 I:2 Al:0 Bl:1 ?:2
    Located here: Al

    Library Card 1:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

    Powers
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Library Card 2:
    Acid Rain
    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.

    Library Card 3:
    Cryptic Message
    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.

    Library Card 4:
    Enlarge
    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.

    Library Card 5:
    Wand Of Enervation
    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.

    Library Card 6:
    Geist
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

    Powers
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.

    Library Card 7:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    11

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Library Card 8:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 9:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

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

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

    Library Card 10:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 11:
    Tangleburn Bag
    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.

    Repository
    Traits: Sacred, Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M:1 Ba:2 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:2

    Repository Card 1:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

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

    Repository Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Repository Card 3:
    Embiggen
    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.

    Repository Card 4:
    Blackjack’s Daggers
    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.

    Repository Card 5:
    Marked Cards
    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.

    Repository Card 6:
    Barghest
    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.

    Repository Card 7:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Repository Card 8:
    Treacherous Tunnels
    Barrier 2

    Traits
    Obstacle

    Check
    Wisdom
    Survival
    9

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.

    Repository Card 9:
    Acidic Bolas
    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.

    Repository Card 10:
    Red Mantis Mask
    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.

    Repository Card 11:
    Moon Maiden Armor
    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.

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:3 Ba:0 W:0 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:2
    Located here: Flenta

    Blood Pool Card 1:
    Ghast
    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.

    Blood Pool Card 2:
    Wand Of Restorative Touch
    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.

    Blood Pool Card 3:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Blood Pool Card 4:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blood Pool Card 5:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Blood Pool Card 6:
    Mist Horror
    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.

    Blood Pool Card 7:
    Korvosan House Drake
    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.

    Blood Pool Card 8:
    Dimensional Jump
    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.

    Blood Pool Card 9:
    Bottled Lightning
    Item 4

    Traits
    Liquid
    Alchemical
    Attack
    Electricity
    Ranged

    Check
    Intelligence
    12

    Powers
    For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
    During a local encounter with a non–story bane monster, banish to ignore its before acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.

    Blood Pool Card 10:
    Cotct Gargoyle
    Monster 4

    Traits
    Gargoyle

    Check
    Combat
    21

    Powers
    Resistant to Melee. Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    Barracks
    Traits: Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M:2 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:1 Bl:1 ?:2

    Barracks Card 1:
    Magic Mithral Chain Mail
    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.

    Barracks Card 2:
    Sable Company Hide
    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.

    Barracks Card 3:
    Vimanda
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa
    Monk

    Check
    Combat
    17
    THEN
    Combat
    13
    OR
    Charisma
    Diplomacy
    8

    Powers
    Resistant to Attack. Vulnerable to Piercing.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Barracks Card 4:
    Metal Cobra
    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.

    Barracks Card 5:
    Giant Anaconda
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.

    Barracks Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Barracks Card 7:
    Horn Of Blasting
    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.

    Barracks Card 8:
    Lucky Starknife
    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.

    Barracks Card 9:
    Urgathoa’s Gluttony
    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.

    Barracks Card 10:
    Red Mantis Ambush
    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.

    Barracks Card 11:
    Salvator Scream
    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.

    Base
    Traits: Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    • Draw a card.
    • Heal a card.
    • Recharge any number of cards.
    • Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0

    Base Card 1:
    Jayna Lemore
    Supporter 3

    Traits
    Human
    Paladin

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
    • □ You may bury to allow a local character to ignore a card's before or after acting power.

    Base Card 2:
    Boors
    Supporter 2

    Traits
    Human
    Ranger

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • □ You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.

    Base Card 3:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

    Powers
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.

    Base Card 4:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.

    Base Card 5:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

    Powers
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • □ You may bury to examine the top 3 cards of any location.

    Base Card 6:
    Ketrik
    Supporter 2

    Traits
    Human
    Fighter

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • □ You may bury to draw 3 new armors, then banish 2 of them


  • Radillo's Deck Manager

    The hour of The Waxworks
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    No Blessing to discard so suffer the scourge Exhausted.
    Remain at Laboratory
    Display Create Mindscape

    Apparently Radillo didn't sleep quite as well as the others. She can't help but feel drained from the wear of their travels.

    Explore:

    Diseased Rats:
    Monster 2
    Traits
    Animal
    Swarm
    Disease

    Check
    Combat
    13
    OR
    Stealth
    Survival
    9

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

    Place Frost Ray in recovery. Examine Fire Snake on bottom of deck and draw to hand.
    Combat 13-4=9(13): 1d10 + 6 + 2d6 + 1d4 ⇒ (3) + 6 + (5, 2) + (3) = 19 defeated & banished

    As she enters the laboratory, she feels the back of her throat constrict to quell the rising bile. The smell is horrendous! A swarm of rats flood from every storage cupboard and closet, their mangy fur and scabby skin contributing to the horrible stench. Radillo fills the room with a freezing blast, killing the swarm and any diseases they may be carrying.

    Discard Cleric of Nethys to examine top 2 and encounter 1: Unearthly Aim (Spell 2) and Rakshasa (Henchman Proxy A)
    Encounter:

    Unearthly Aim:
    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.

    Reveal Spellbook for d4, Create Mindscape adds d4
    Arcane 9: 1d10 + 6 + 2d4 ⇒ (8) + 6 + (1, 2) = 17 acquired

    Before a retch escapes her lips, her cleric companion, mouth covered by his holy robe, motions to her with a finger over his lips. Apparently he has a bead on a Rakshasa. He hands her a dusty tome he discovered and motions to her to keep her eyes on the entrance hall at the other end of the lab.

    Place Fly in recovery. Examine top card of two locations:
    Dungeons: Thundering Earthbreaker (Weapon 4)
    Blood Pool: Ghast (Monster 3)
    Choose not to move.

    Radillo commandeers the small brain of one of the many flies buzzing in the room. With her arcane powers, she is able to scout ahead through the compound eyes of the fly. She spots the feline form of a Rakshasa and buzzes around its head annoyingly a few times before releasing mind control. She confirms with the cleric the location of the enemy.

    Radillo ends her turn.

    Radillo attempts to recover all cards in her Recovery pile.
    Fly: Arcane 8: 1d10 + 6 + 2d4 ⇒ (3) + 6 + (2, 3) = 14 -> Fly recharged.
    Frost Ray: Arcane 9: 1d10 + 6 + 2d4 ⇒ (2) + 6 + (1, 3) = 12 -> Frost Ray recharged.

    Radillo resets her hand.

    Radillo wrote:

    Hand: Enervation, Chain Lightning, Pyrotechnic Blast, Fire Snake, Spellbook, Bound Imp, Unearthly Aim (acquired),

    Displayed:
    Deck: 11 Discard: 1 Buried: 0
    Current Location: Laboratory
    Hero Points: 7 // Radillo has the following scourges marked:
    Exhausted:
    While Marked:
    On each check or step, you may play no more than 1 boon.

    At the start of your move step, you may end your turn to remove this scourge.


    NOTES:
    Available Support: Enervation (any location) and Unearthly Aim (local) 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 (ask before using last ally).
    Other: Dice Re-Roll Used for 6-4C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ice Chemist, Embiggen, Twisted Space, Binder's Tome, Blessing of Pharasma, Pharasma's Knowing (loot), Blessing of Sivanah, Acadamae Scholar, Salvator Scream
    Recharged: Fly, Frost Ray,
    Discard Pile: Cleric of Nethys,
    Buried Pile:

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

    Favored Card: Spell or Ally
    Hand Size: 6 ☑ 7 ☐ 8
    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.

    Scarab Sages

    Deck Handler Oracle

    At the end of Radillo's turn, display Create Mindscape.

    Turn 5: Sands of the Hour
    WHEN THIS IS THE HOUR
    No effect.

    SoT: Examine top 2 of Library.
    Ghastly Runes (Trigger, Divine 8)

    Autopass w/ create mindscape.

    Examine 2nd card: Acid Rain (Intelligence 11)

    Free Explore: Acid Rain (Intelligence 11)
    Recharge BoSpellbound to bless.

    Intelligence 11: 1d8 + 1 + 1d8 + 1d4 + 1d6 ⇒ (3) + 1 + (1) + (2) + (1) = 8 -> Failed

    Discard BoSivanah to explore again.

    Explore 2: Cryptic Message (Knowledge 10)
    Knowledge 10: 1d8 + 3 + 1d4 ⇒ (1) + 3 + (4) = 8 -> Fail, choose to banish.

    End turn, reset hand.
    Examine top 2 of library. (Enlarge, Wand of Enervation)

    "

    Alahazra wrote:

    Hand: Channel the Gift, Restorative Touch, Heat Metal, Holy Javelin, Blessing of Abadar, Achaekek's Claws,
    Displayed: Create Mindscape,
    Deck: 12 Discard: 1 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.

    Skills and Powers:
    SKILLS

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

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


    Hourglass Discard:The Trumpet
    WHEN THIS IS THE HOUR: Ignore cards’ before acting powers.

    As I continue the search of the blood pools, a eerie looking Ghast approaches. Thankfully the sound of a faraway trumpet distracts the vile thing long enough for me to hit it with my wand and glaive.

    Ghast:

    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.


    Hour Power allows me to ignore the BYA check

    Use Wand of Enervation to reduce difficulty
    Enervate: 2d4 ⇒ (2, 4) = 6

    Combat 15(13+8-6): 1d10 + 4 + 1d10 + 1 + 1d8 ⇒ (7) + 4 + (10) + 1 + (3) = 25

    Attack Details:

    Melee - 1d10+4
    Shock Glaive - 1d10+1
    - Recharge -1d8

    The simple Ghast is no match for Glaive.

    "

    Flenta wrote:

    Hand: Wolfhide Armor, Katana +1, Dwarven Earthbreaker +1, Gem of Physical Prowess, Tripartite Spear +2,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Blood Pools
    Hero Points: 7
    NOTES:
    Available Support: Wand of Enervation Recharges to reduce a combat check by 2d4
    Other: Paizo reroll used for scenario 6-4D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shieldsplitter Lance, Legionnaire Chaplain, Four-Mirror Armor, Wand of Acid Burst, Enervation, The Rakshasa, Fireball Beads, Fiery Glare (Core), Embiggen, Blessing of Shizuru, Frost Ray, Iomedae's Justice
    Recharged: Wand of Enervation, Shock Glaive +1,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    - Acrobatics: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☑ +2 ☑ +3
    - Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

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

    "


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

    The Dance
    WHEN THIS IS THE HOUR
    When at least 3 types of boon are played on any check, a character may draw a card.

    SOT power @Manor: Recharge Twitch Tonic to draw card: Carnival Blessing.

    It was announced that the library acquired a new set of encyclopedias, so Quinn pops by for a visit.

    Move to Library and encounter Enlarge spell (card 4).

    Int 9 w/ Mindscape, Library power: 1d10 + 4 + 1d4 + 1d6 ⇒ (6) + 4 + (4) + (3) = 17

    An iridescent sheet slips from between the pages of a tattered book. Quinn pockets the text treasure for later inspection.

    Discard Djinn to encounter next card (boon), then explore again. Encounter revealed Wand of Enervation.

    Int 10 w/ Mindscape: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (4) = 18 - wand acquired

    Continuing w/ Djinn exploration, encounter Geist.

    Combat 14 w/ banished Enlarge spell, Publican blessing, banished Blast Core: 3d12 + 2d4 ⇒ (4, 6, 2) + (4, 3) = 19 - check successful, but monster is undefeated because no Magic trait

    A phantom materializes, then dashes off when it is spooked by Quinn's frantic arm-waving behavior. There's a reasonable chance that the visitor will return within a few heartbeats.

    Drawing card from the Hour, but no idea what the timing should actually be. Card drawn: Thieves' Tools.

    Quinn and Al must each recharge 1d4 random cards or become Frightened.

    # cards recharged for Quinn?: 1d4 ⇒ 3

    Which cards recharged? (left to right, ignoring duplicates): 5d5 ⇒ (3, 3, 3, 2, 2) = 13 - Thieves' Tools, B of Sages

    Need one more: 1d3 ⇒ 2 - The Carnival

    Quinn wrote:

    Hand: Elixir of Healing, Plaguebringer's Mask, Ambrosia, Jasan Adriel, Blackjack's Rapier, Wand of Enervation, The Dance,

    Displayed:
    Deck: 11 Discard: 3 Buried: 1
    Hero Points: 3
    "NOTES:
    Available Support: Any item buries to add 1d8+2 vs. local barrier. "

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    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)

    Cards 6-11 in Library are shuffled. Al must recharge 1d4 random cards or become Frightened.

    Scarab Sages

    Deck Handler Oracle

    Off turn: Quin

    Recharge random: 1d4 ⇒ 4 -> Channel, Holy Javelin, Blessing of Abadar, Heat Metal


    During This Adventure: Year of Rotting Ruins - Adventure 4: What Stalks in Shadows
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
  • After you use the Base's power to recharge cards, you may move or shuffle your deck. (4A Reward)
  • When you close a location and move to the Base, you may immediately explore it once. (4B Reward)

    During This Scenario: 6-4D: The Tigers’ Den

  • Harrow suit: Books
    SETUP:
  • After building the locations, shuffle a non-closing henchman Ashwing Gargoyle-Proxy B into each/

    STORY BANES:

  • Danger: Ashwing Gargoyle, Rakshasa, Red Mantis Assassin
  • Villain: Bahor
  • Closing Henchmen: Vimanda, Rakshasas-Proxy A

    DURING THIS SCENARIO:

  • Once each turn, you may bury a card to explore.
  • When you close your location, after characters move, a random character summons and encounters the danger.
    Thunderstorm:
    Thunderstorm
    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.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Infantry Devil
    Monster 2

    Traits
    Outsider
    Devil

    Check
    Combat
    14
    OR
    Arcane
    9

    Powers
    Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
    If undefeated, suffer the scourge Plagued.

    Monster 2
    Spoiler:
    Ash Giant
    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.

    Monster 3
    Spoiler:
    Chimera
    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 4
    Spoiler:
    Will-o’-wisp
    Monster 2

    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.

    Monster 5
    Spoiler:
    Ghoul Bat
    Monster 2

    Traits
    Undead
    Ghoul

    Check
    Combat
    12

    Powers
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
    If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.

    Random Barriers:
    Barrier 1
    Spoiler:
    Captive Horror
    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 2
    Spoiler:
    Sick Child
    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 3
    Spoiler:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

    Powers
    When examined, succeed at a Stealth 7+# check or encounter this barrier.
    Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.

    Barrier 4
    Spoiler:
    Thunderstorm
    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.

    Barrier 5
    Spoiler:
    Symbol Of Insanity
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

    Powers
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

    Random Weapons:
    Weapon 1
    Spoiler:
    Wounding Spear-axe
    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.

    Weapon 2
    Spoiler:
    Vicious Scythe
    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
    Spoiler:
    Flaming Mace
    Weapon 2

    Traits
    Mace
    Melee
    Bludgeoning
    Fire
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

    Weapon 4
    Spoiler:
    Keen Starknife
    Weapon 2

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    12

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Weapon 5
    Spoiler:
    Cleaving Battleaxe
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Heat Metal
    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.

    Spell 2
    Spoiler:
    Dragon’s Breath
    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.

    Spell 3
    Spoiler:
    Divine Blaze
    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
    Spoiler:
    Fly
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spell 5
    Spoiler:
    Death’s Touch
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Grounded Studded Leather
    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
    Spoiler:
    Bearskin Armor
    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 3
    Spoiler:
    Magic Full Plate
    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
    Spoiler:
    Shield Of Resistance
    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 5
    Spoiler:
    Gray Maiden Plate
    Armor 2

    Traits
    Heavy Armor
    Gray Maiden
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    • 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.

    Random Items:
    Item 1
    Spoiler:
    Red War Paint
    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
    Spoiler:
    Drums Of Panic
    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
    Spoiler:
    Elixir Of Focus
    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 4
    Spoiler:
    Fate-reader Lenses
    Item 3

    Traits
    Object
    Magic
    Harrow

    Check
    Wisdom
    Arcane
    Divine
    Perception
    8

    Powers
    On any Perception check, reveal to add 1d10.
    Discard to examine the top 3 cards of any location or the hourglass and return them in any order.

    Item 5
    Spoiler:
    Belt Of Physical Might
    Item 4

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    13

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.

    Random Allies:
    Ally 1
    Spoiler:
    Lyrune-quah Truthspeaker
    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.

    Ally 2
    Spoiler:
    Fortune-teller
    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
    Spoiler:
    Djinn
    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 4
    Spoiler:
    Ausio Carowyn
    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 5
    Spoiler:
    Acadamae Scholar
    Ally 3

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    10
    OR
    Charisma
    Diplomacy
    14

    Powers
    At the start of your turn, reveal to heal the ally Acadamae Student.
    On your Arcane check or your check against an Outsider card, reveal to add 1.
    Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

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

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

    Blessing 2
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 3
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessing 4
    Spoiler:
    The Healing Light
    Blessing 3

    Traits
    Deity: Sarenrae
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    Characters cannot suffer scourges.

    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.

    Blessing 5
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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

    Turn: 8 Valaros/Katlyn99

    Top of Blessing Discard Pile: Gozreh’s Growth - When this is the hour: On your check against an Animal or Elemental card, add 1d4.

    Top Blessing:
    Gozreh’s Growth
    Blessing 1

    Traits
    Deity: Gozreh
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Survival
    4+#

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

    On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.


    Blessings Remaining: 22
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 9 Radillo)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 2 (Turn 10 Alahazra)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 3 (Turn 11 Flenta)
    Spoiler:
    The Survivor
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, you may recharge any number of cards then reset.

    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.

    Blessings Deck Card 4 (Turn 12 Quinn)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 5 (Turn 13 Valaros)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Blessings Deck Card 6 (Turn 14 Radillo)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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

    Blessings Deck Card 7 (Turn 15 Alahazra)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

    When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.

    Blessings Deck Card 8 (Turn 16 Flenta)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 9 (Turn 17 Quinn)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

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

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

    Blessings Deck Card 10 (Turn 18 Valaros)
    Spoiler:
    The All-seeing Eye
    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.

    Blessings Deck Card 11 (Turn 19 Radillo)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 12 (Turn 20 Alahazra)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 13 (Turn 21 Flenta)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessings Deck Card 14 (Turn 22 Quinn)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 15 (Turn 23 Valaros)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 16 (Turn 24 Radillo)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

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

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

    Blessings Deck Card 17 (Turn 25 Alahazra)
    Spoiler:
    The Empty Throne
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 18 (Turn 26 Flenta)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

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

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

    Blessings Deck Card 19 (Turn 27 Quinn)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check, if you are at a Wild location, add 1d4.

    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.

    Blessings Deck Card 20 (Turn 28 Valaros)
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

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

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

    Blessings Deck Card 21 (Turn 29 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 22 (Turn 30 Alahazra)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Dungeons
    Traits: Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:2
    Located here: Val
    Notes: Thunderstorm displayed

    Dungeons Card 1 - Thundering Earthbreaker:
    Thundering Earthbreaker
    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.

    Dungeons Card 2:
    Dire Crocodile
    Monster 2

    Traits
    Animal
    Aquatic

    Check
    Combat
    15

    Powers
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

    Dungeons Card 3:
    Bahor
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa
    Rogue

    Check
    Combat
    20

    Powers
    Resistant to Attack.
    Vulnerable to Piercing.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Dungeons Card 4:
    Belt Of Physical Prowess
    Item 2

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    Dungeons Card 5:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Dungeons Card 6:
    Imprisonment
    Barrier 2

    Traits
    Lock
    Obstacle
    Task

    Check
    Dexterity
    Diplomacy
    Disable
    Stealth
    9

    Powers
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

    Dungeons Card 7:
    Mercenary
    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.

    Dungeons Card 8:
    Sklar-quah Thundercaller
    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.

    Dungeons Card 9:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory
    Traits: Urban
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
    When Closing: Succeed at an Intelligence or Craft 5+# check.
    When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
    M:1 Ba:2 W:0 Sp:1 Ar:0 I:2 Al:1 Bl:0 ?:2
    Located here: Rad
    Notes: Create Mindscape displayed

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

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 2:
    Skoan-quah Boneslayer
    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.

    Laboratory Card 3:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    The difficulty is increased by the hour’s level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Laboratory Card 4:
    Secret Stockpile
    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.

    Laboratory Card 5:
    Twitch Tonic
    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.

    Laboratory Card 6:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Laboratory Card 7:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Laboratory Card 8:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory Card 9:
    White War Paint
    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.

    Manor
    Traits: Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M:0 Ba:1 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:0 ?:2

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

    Traits

    Check
    None
    0

    Powers

    Manor Card 2:
    Sergeant-at-arms
    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.

    Manor Card 3:
    Ring Of Protection
    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.

    Manor Card 4:
    Cerulean Mastermind
    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.

    Manor Card 5:
    Friendly Game Of Sredna
    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.

    Manor Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Manor Card 7:
    Dust Of Revealing
    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.

    Manor Card 8:
    Instrument Of Agony
    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.

    Manor Card 9:
    Enhance
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    Freely display next to a local character and choose a skill. While displayed:
    • On their checks using that skill, add 1+#.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Library
    Traits: Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M:1 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:2
    Located here: Al, Quinn
    Notes: Create Mindscape displayed
    Geist

    Library Card 1:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 2:
    Tangleburn Bag
    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.

    Library Card 3:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    11

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Library Card 4:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 5:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

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

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

    Library Card 6:
    Geist
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

    Powers
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.

    Repository
    Traits: Sacred, Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M:1 Ba:2 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:2

    Repository Card 1:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

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

    Repository Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Repository Card 3:
    Embiggen
    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.

    Repository Card 4:
    Blackjack’s Daggers
    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.

    Repository Card 5:
    Marked Cards
    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.

    Repository Card 6:
    Barghest
    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.

    Repository Card 7:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Repository Card 8:
    Treacherous Tunnels
    Barrier 2

    Traits
    Obstacle

    Check
    Wisdom
    Survival
    9

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.

    Repository Card 9:
    Acidic Bolas
    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.

    Repository Card 10:
    Red Mantis Mask
    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.

    Repository Card 11:
    Moon Maiden Armor
    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.

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:2 Ba:0 W:0 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:2
    Located here: Flenta

    Blood Pool Card 1:
    Wand Of Restorative Touch
    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.

    Blood Pool Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Blood Pool Card 3:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blood Pool Card 4:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Blood Pool Card 5:
    Mist Horror
    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.

    Blood Pool Card 6:
    Korvosan House Drake
    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.

    Blood Pool Card 7:
    Dimensional Jump
    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.

    Blood Pool Card 8:
    Bottled Lightning
    Item 4

    Traits
    Liquid
    Alchemical
    Attack
    Electricity
    Ranged

    Check
    Intelligence
    12

    Powers
    For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
    During a local encounter with a non–story bane monster, banish to ignore its before acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.

    Blood Pool Card 9:
    Cotct Gargoyle
    Monster 4

    Traits
    Gargoyle

    Check
    Combat
    21

    Powers
    Resistant to Melee. Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    Barracks
    Traits: Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M:2 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:1 Bl:1 ?:2

    Barracks Card 1:
    Magic Mithral Chain Mail
    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.

    Barracks Card 2:
    Sable Company Hide
    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.

    Barracks Card 3:
    Vimanda
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa
    Monk

    Check
    Combat
    17
    THEN
    Combat
    13
    OR
    Charisma
    Diplomacy
    8

    Powers
    Resistant to Attack. Vulnerable to Piercing.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Barracks Card 4:
    Metal Cobra
    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.

    Barracks Card 5:
    Giant Anaconda
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.

    Barracks Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Barracks Card 7:
    Horn Of Blasting
    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.

    Barracks Card 8:
    Lucky Starknife
    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.

    Barracks Card 9:
    Urgathoa’s Gluttony
    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.

    Barracks Card 10:
    Red Mantis Ambush
    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.

    Barracks Card 11:
    Salvator Scream
    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.

    Base
    Traits: Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    • Draw a card.
    • Heal a card.
    • Recharge any number of cards.
    • Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0

    Base Card 1:
    Jayna Lemore
    Supporter 3

    Traits
    Human
    Paladin

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
    • □ You may bury to allow a local character to ignore a card's before or after acting power.

    Base Card 2:
    Boors
    Supporter 2

    Traits
    Human
    Ranger

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • □ You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.

    Base Card 3:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

    Powers
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.

    Base Card 4:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.

    Base Card 5:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

    Powers
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • □ You may bury to examine the top 3 cards of any location.

    Base Card 6:
    Ketrik
    Supporter 2

    Traits
    Human
    Fighter

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • □ You may bury to draw 3 new armors, then banish 2 of them


  • Deck Handler

    Hourglass Discard: Gozreh's Growth
    WHEN THIS IS THE HOUR: On your check against an Animal or Elemental card, add 1d4.
    Start of Turn: Thunderstorm - 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.
    1d4 ⇒ 3 Thunderstorm moves to....
    1d7 ⇒ 4 the Library!

    Explore: Thundering Earthbreaker
    Requesting Quinn to Dance! to bless twice
    Melee 15: 3d10 + 5 ⇒ (1, 5, 2) + 5 = 13 ....sigh......

    End of Turn Actions: Recharge Longsword +2

    Valeros wrote:

    Hand: Tripartite Spear +2, Staff of Minor Healing (Core), Champion's Do-Maru, Breakaway Spear, Hat of Glamour,

    Displayed:
    Deck: 13 Discard: 0 Buried: 1
    Current Location: Dungeons
    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 (3 available).
    Other: I can avenge by discarding. 0 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Soldier (Core), Viking Shieldmaster, Surgeon, Fortified Breastplate, Retriever, Blessing of Abadar, Frost Lance +2, Belt of Giant Strength, Shieldsplitter Lance, Chain Mail (Core)
    Recharged: Blessing of Angradd, Evangelist, Longsword +2,
    Discard Pile:
    Buried Pile: Lady Of Valor (Loot),

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

    Favored Card: Sword Weapon
    Hand Size: 4 ☑ 5 ☐ 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.)


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

    Out of turn - Dance blessing discarded for Val.

    Quinn wrote:

    Hand: Elixir of Healing, Plaguebringer's Mask, Ambrosia, Jasan Adriel, Blackjack's Rapier, Wand of Enervation,

    Displayed:
    Deck: 11 Discard: 4 Buried: 1
    Hero Points: 3
    "NOTES:
    Available Support: Any item buries to add 1d8+2 vs. local barrier. "

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    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)


    Radillo's Deck Manager

    The hour of Cayden Cailean's Revelry
    When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
    Remain at Laboratory

    Place Bound Imp in recovery to draw 2 cards: Binder's Tome and Twisted Space
    Explore top card:

    Rakshasa:
    Story Bane Monster 3
    Traits:
    Outsider
    Rakshasa

    Check to defeat:
    Combat 16

    Powers:
    Resistant to Attack. Vulnerable to Piercing.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Place Fire Snake in recovery for BA check and draw Frost Ray from bottom of deck. Create Mindscape adds 1d4.
    Dexterity (Arcane) 6: 1d10 + 6 + 1d4 ⇒ (2) + 6 + (4) = 12 not blessed so re-roll d4
    Dexterity (Arcane) 6: 2 + 6 + 1d4 ⇒ 2 + 6 + (4) = 12 success
    Place Frost Ray in recovery and leave Fly on bottom of deck. Create Mindscape adds 1d4
    Combat 16: 1d10 + 6 + 3d6 + 1d4 ⇒ (7) + 6 + (4, 5, 5) + (1) = 28 not blessed so re-roll d6
    Combat 16: 4 + 6 + 4 + 1d6 + 5 + 3 ⇒ 4 + 6 + 4 + (5) + 5 + 3 = 27 defeated
    Attempt to close location. Spellbook and Create Mindscape add d4s.
    Intelligence 5+4=9: 1d10 + 3 + 2d4 ⇒ (4) + 3 + (2, 3) = 12
    Location closed. Summon 3 random spells and encounter 1: Heat Metal (Spell 2), Dragon's Breath (Spell 3) and Divine Blaze (Spell 4)
    Too bad. I don't have much chance at the Spell 4 with d4s so Dragon's Breath is is.
    Dragon’s Breath:
    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.

    Spellbook and Create Mindscape add d4s.
    Arcane 11: 1d10 + 6 + 2d4 ⇒ (9) + 6 + (1, 1) = 17 acquired
    Move to Manor.
    Random character summons and encounters the danger:
    Random Character - R, A, F, Q, V: 1d5 ⇒ 4
    Quinn must summon and encounter the Danger.

    Radillo ends her turn.

    Radillo attempts to recover all cards in her Recovery pile.
    Bound Imp: Arcane 8: 1d10 + 6 + 1d4 ⇒ (9) + 6 + (4) = 19 -> Bound Imp recharged.
    Frost Ray: Arcane 9: 1d10 + 6 + 1d4 ⇒ (1) + 6 + (3) = 10 -> Frost Ray recharged.
    Fire Snake: Arcane 8: 1d10 + 6 + 1d4 ⇒ (1) + 6 + (4) = 11 -> Fire Snake recharged.
    Create Mindscape: Arcane 9: 1d10 + 6 + 1d4 ⇒ (5) + 6 + (1) = 12 -> Create Mindscape recharged.

    Radillo resets her hand, discarding Unearthly Aim.

    Radillo wrote:

    Hand: Enervation, Chain Lightning, Pyrotechnic Blast, Twisted Space, Binder's Tome, Spellbook, Dragon's Breath (acquired),

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    Current Location: Manor
    Hero Points: 7 // Radillo has the following scourges marked:
    Exhausted:
    While Marked:
    On each check or step, you may play no more than 1 boon.

    At the start of your move step, you may end your turn to remove this scourge.


    NOTES:
    Available Support: Enervation (any location) 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 (ask before using last ally).
    Other: Dice Re-Roll Used for 6-4C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ice Chemist, Acadamae Scholar, Blessing of Pharasma, Pharasma's Knowing (loot), Blessing of Sivanah, Embiggen, Salvator Scream
    Recharged: Fly, Bound Imp, Frost Ray, Fire Snake, Create Mindscape,
    Discard Pile: Cleric of Nethys, Unearthly Aim (acquired),
    Buried Pile:

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

    Favored Card: Spell or Ally
    Hand Size: 6 ☑ 7 ☐ 8
    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.

    Scarab Sages

    Deck Handler Oracle

    Turn 10: The Brass Dwarf
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    SoT: Examine the top two cards of library. (Henchman B (gargoyle) and Tangleburn Bag)

    SoT: Thunderstorm: 1d4 ⇒ 1 -> Damage: 1d6 ⇒ 3 -> Discard Achaekek's Claws. Recharge restorative touch due to hour.

    Move: Blood Pool

    Free Explore: Wand of Restorative touch (Divine 10)
    Divine 10: 1d12 + 5 ⇒ (2) + 5 = 7 -> Failed, banished.

    End turn. Examine top two of blood pool: Proxy B and Orison.

    "

    Alahazra wrote:

    Hand: Blessing of the Spellbound 2, Bound Lantern Archon, Binders Tome, Bound Elemental, Fire Snake, Blessing of Abraxis,
    Displayed: Create Mindscape,
    Deck: 11 Discard: 2 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.

    Skills and Powers:
    SKILLS

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

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

    "


    During This Adventure: Year of Rotting Ruins - Adventure 4: What Stalks in Shadows
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
  • After you use the Base's power to recharge cards, you may move or shuffle your deck. (4A Reward)
  • When you close a location and move to the Base, you may immediately explore it once. (4B Reward)

    During This Scenario: 6-4D: The Tigers’ Den

  • Harrow suit: Books
    SETUP:
  • After building the locations, shuffle a non-closing henchman Ashwing Gargoyle-Proxy B into each/

    STORY BANES:

  • Danger: Ashwing Gargoyle, Rakshasa, Red Mantis Assassin
  • Villain: Bahor
  • Closing Henchmen: Vimanda, Rakshasas-Proxy A

    DURING THIS SCENARIO:

  • Once each turn, you may bury a card to explore.
  • When you close your location, after characters move, a random character summons and encounters the danger.
    Thunderstorm:
    Thunderstorm
    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.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Mimic
    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 2
    Spoiler:
    Cotct Basilisk
    Monster 2

    Traits
    Animal

    Check
    Combat
    12

    Powers
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.

    Monster 3
    Spoiler:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

    Powers
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Drained.

    Monster 4
    Spoiler:
    Infantry Devil
    Monster 2

    Traits
    Outsider
    Devil

    Check
    Combat
    14
    OR
    Arcane
    9

    Powers
    Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
    If undefeated, suffer the scourge Plagued.

    Monster 5
    Spoiler:
    Vampire Spawn
    Monster 2

    Traits
    Undead
    Vampire

    Check
    Combat
    15

    Powers
    Immune to Mental and Poison.
    If undefeated, bury a random card from your discards.

    Random Barriers:
    Barrier 1
    Spoiler:
    Symbol Of Agony
    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 2
    Spoiler:
    Hungry Smoke
    Barrier 3

    Traits
    Trap
    Elemental

    Check
    Combat
    14
    OR
    Disable
    Fortitude
    Perception
    9

    Powers
    Resistant to Melee.
    If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.

    Barrier 3
    Spoiler:
    Haunt
    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 4
    Spoiler:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

    Powers
    On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
    If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
    If defeated, remove the scourge Entangled from this location; you may explore.

    Barrier 5
    Spoiler:
    Madness Mist Trap
    Barrier 3

    Traits
    Cache
    Lock
    Trap
    Magic

    Check
    Disable
    8
    OR
    Fortitude
    10

    Powers
    If defeated, draw a new spell or item.
    If undefeated, suffer 1d4 Poison damage, then mark this barrier’s location with the scourge Poisoned and banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Dragonbane Greatsword
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
    If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 2
    Spoiler:
    The Tall Knife
    Weapon P3

    Traits
    Object
    Guillotine
    Slashing
    2-Handed

    Check
    Strength
    12

    Powers
    Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.

    Weapon 3
    Spoiler:
    Vicious Scythe
    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 4
    Spoiler:
    Shock Glaive
    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 5
    Spoiler:
    Venomous Hand Crossbow
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Heat Metal
    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.

    Spell 2
    Spoiler:
    Deathgrip
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.

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

    Spell 3
    Spoiler:
    Magical Mansion
    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.

    Spell 4
    Spoiler:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Spell 5
    Spoiler:
    Safe Haven
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Shield Of Resistance
    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
    Spoiler:
    Magic Full Plate
    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
    Spoiler:
    Glamered Leather Armor
    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.

    Armor 4
    Spoiler:
    Impervious Chain Shirt
    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 5
    Spoiler:
    Shoanti Barbarian Hide
    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.

    Random Items:
    Item 1
    Spoiler:
    The Unveiling
    Item P2

    Traits
    Liquid
    Alchemical

    Check
    Constitution
    Divine
    Fortitude
    7

    Powers
    Banish or shuffle into another character’s deck to remove a scourge from any character.
    DURING RECOVERY
    If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.

    Item 2
    Spoiler:
    Wand Of Flame
    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.

    Item 3
    Spoiler:
    Wand Of Restorative Touch
    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 4
    Spoiler:
    Drums Of Panic
    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 5
    Spoiler:
    Ring Of Evasion
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Craft
    9

    Powers
    When you encounter a bane, recharge to evade it.
    When you suffer damage from a bane’s before acting or after acting power, reveal to reduce it by 1.

    Random Allies:
    Ally 1
    Spoiler:
    Magistrate
    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
    Spoiler:
    Firepelt Cougar
    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
    Spoiler:
    Eries Yelloweyes
    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 4
    Spoiler:
    Landshark Whelp
    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 5
    Spoiler:
    Jasan Adriel
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 2
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Blessing 3
    Spoiler:
    The Twin
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, the first item or ally played is played freely.

    When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.

    Blessing 4
    Spoiler:
    The Juggler
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

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

    On another character’s check, freely discard to reroll a die.
    Discard to explore.

    Blessing 5
    Spoiler:
    The Eclipse
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Intelligence or Wisdom check, the difficulty is increased by 3.

    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.

    Turn: 11 Flenta/Gimry

    Top of Blessing Discard Pile: The Survivor - When this is the hour: At the start of your turn, you may recharge any number of cards then reset.

    Top Blessing:
    The Survivor
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, you may recharge any number of cards then reset.

    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.


    Blessings Remaining: 19
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 12 Quinn)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 2 (Turn 13 Valaros)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Blessings Deck Card 3 (Turn 14 Radillo)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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

    Blessings Deck Card 4 (Turn 15 Alahazra)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

    When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.

    Blessings Deck Card 5 (Turn 16 Flenta)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 6 (Turn 17 Quinn)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

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

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

    Blessings Deck Card 7 (Turn 18 Valaros)
    Spoiler:
    The All-seeing Eye
    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.

    Blessings Deck Card 8 (Turn 19 Radillo)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 9 (Turn 20 Alahazra)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 10 (Turn 21 Flenta)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessings Deck Card 11 (Turn 22 Quinn)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 12 (Turn 23 Valaros)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 13 (Turn 24 Radillo)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

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

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

    Blessings Deck Card 14 (Turn 25 Alahazra)
    Spoiler:
    The Empty Throne
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 15 (Turn 26 Flenta)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

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

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

    Blessings Deck Card 16 (Turn 27 Quinn)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check, if you are at a Wild location, add 1d4.

    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.

    Blessings Deck Card 17 (Turn 28 Valaros)
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

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

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

    Blessings Deck Card 18 (Turn 29 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 19 (Turn 30 Alahazra)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Dungeons
    Traits: Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:2
    Located here: Val
    Notes:

    Dungeons Card 1:
    Dire Crocodile
    Monster 2

    Traits
    Animal
    Aquatic

    Check
    Combat
    15

    Powers
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

    Dungeons Card 2:
    Bahor
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa
    Rogue

    Check
    Combat
    20

    Powers
    Resistant to Attack.
    Vulnerable to Piercing.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Dungeons Card 3:
    Belt Of Physical Prowess
    Item 2

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    Dungeons Card 4:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Dungeons Card 5:
    Imprisonment
    Barrier 2

    Traits
    Lock
    Obstacle
    Task

    Check
    Dexterity
    Diplomacy
    Disable
    Stealth
    9

    Powers
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

    Dungeons Card 6:
    Mercenary
    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.

    Dungeons Card 7:
    Sklar-quah Thundercaller
    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.

    Dungeons Card 8:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory
    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:

    Manor
    Traits: Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M:0 Ba:1 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:0 ?:2
    Located here: Rad

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

    Traits

    Check
    None
    0

    Powers

    Manor Card 2:
    Sergeant-at-arms
    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.

    Manor Card 3:
    Ring Of Protection
    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.

    Manor Card 4:
    Cerulean Mastermind
    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.

    Manor Card 5:
    Friendly Game Of Sredna
    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.

    Manor Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Manor Card 7:
    Dust Of Revealing
    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.

    Manor Card 8:
    Instrument Of Agony
    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.

    Manor Card 9:
    Enhance
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    Freely display next to a local character and choose a skill. While displayed:
    • On their checks using that skill, add 1+#.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Library
    Traits: Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M:1 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:2
    Located here: Quinn
    Notes: Create Mindscape displayed
    Geist

    Library Card 1:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 2:
    Tangleburn Bag
    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.

    Library Card 3:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    11

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Library Card 4:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 5:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

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

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

    Library Card 6:
    Geist
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

    Powers
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.

    Repository
    Traits: Sacred, Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M:1 Ba:2 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:2

    Repository Card 1:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

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

    Repository Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Repository Card 3:
    Embiggen
    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.

    Repository Card 4:
    Blackjack’s Daggers
    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.

    Repository Card 5:
    Marked Cards
    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.

    Repository Card 6:
    Barghest
    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.

    Repository Card 7:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Repository Card 8:
    Treacherous Tunnels
    Barrier 2

    Traits
    Obstacle

    Check
    Wisdom
    Survival
    9

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.

    Repository Card 9:
    Acidic Bolas
    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.

    Repository Card 10:
    Red Mantis Mask
    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.

    Repository Card 11:
    Moon Maiden Armor
    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.

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:2 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:2
    Located here: Al, Flenta

    Blood Pool Card 1 - Henchman Proxy B:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Blood Pool Card 2 - Orison:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blood Pool Card 3:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Blood Pool Card 4:
    Mist Horror
    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.

    Blood Pool Card 5:
    Korvosan House Drake
    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.

    Blood Pool Card 6:
    Dimensional Jump
    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.

    Blood Pool Card 7:
    Bottled Lightning
    Item 4

    Traits
    Liquid
    Alchemical
    Attack
    Electricity
    Ranged

    Check
    Intelligence
    12

    Powers
    For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
    During a local encounter with a non–story bane monster, banish to ignore its before acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.

    Blood Pool Card 8:
    Cotct Gargoyle
    Monster 4

    Traits
    Gargoyle

    Check
    Combat
    21

    Powers
    Resistant to Melee. Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    Barracks
    Traits: Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M:2 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:1 Bl:1 ?:2

    Barracks Card 1:
    Magic Mithral Chain Mail
    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.

    Barracks Card 2:
    Sable Company Hide
    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.

    Barracks Card 3:
    Vimanda
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa
    Monk

    Check
    Combat
    17
    THEN
    Combat
    13
    OR
    Charisma
    Diplomacy
    8

    Powers
    Resistant to Attack. Vulnerable to Piercing.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Barracks Card 4:
    Metal Cobra
    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.

    Barracks Card 5:
    Giant Anaconda
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.

    Barracks Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Barracks Card 7:
    Horn Of Blasting
    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.

    Barracks Card 8:
    Lucky Starknife
    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.

    Barracks Card 9:
    Urgathoa’s Gluttony
    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.

    Barracks Card 10:
    Red Mantis Ambush
    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.

    Barracks Card 11:
    Salvator Scream
    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.

    Base
    Traits: Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    • Draw a card.
    • Heal a card.
    • Recharge any number of cards.
    • Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0

    Base Card 1:
    Jayna Lemore
    Supporter 3

    Traits
    Human
    Paladin

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
    • □ You may bury to allow a local character to ignore a card's before or after acting power.

    Base Card 2:
    Boors
    Supporter 2

    Traits
    Human
    Ranger

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • □ You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.

    Base Card 3:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

    Powers
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.

    Base Card 4:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.

    Base Card 5:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

    Powers
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • □ You may bury to examine the top 3 cards of any location.

    Base Card 6:
    Ketrik
    Supporter 2

    Traits
    Human
    Fighter

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • □ You may bury to draw 3 new armors, then banish 2 of them


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

    On Radillo's turn, encounter the danger.

    Which one?: 1d3 ⇒ 3 - Mantis Assassin

    Red Mantis Assassin:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    BYA Per 8 w/ Mindscape: 1d8 + 2 + 1d4 ⇒ (2) + 2 + (1) = 5

    Difficulty increase?: 1d6 ⇒ 5

    Combat 23 (18+5) w/ rapier (reloading Jasan), reloaded Mask, Mindscape: 1d10 + 1d6 + 12 + 1d8 + 1d4 ⇒ (1) + (3) + 12 + (3) + (1) = 20 - Paizo reroll on d10

    Combat 23 (18+5) w/ rapier (reloading Jasan), reloaded Mask, Mindscape: 1d10 + 19 ⇒ (9) + 19 = 28 - assassin defeated

    On Rad's turn, banishing Elixir of Healing to heal self.

    Cards healed?: 1d4 + 1 ⇒ (3) + 1 = 4 - full heal

    Quinn wrote:

    Hand: Ambrosia, Blackjack's Rapier, Wand of Enervation,

    Displayed:
    Deck: 18 Discard: 0 Buried: 1
    Hero Points: 3
    "NOTES:
    Available Support: Any item buries to add 1d8+2 vs. local barrier. "

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    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)


    Flenta Deck Handler

    Thanks to the hour power, I will recharge Katana +1 and Tripartite Spear and draw Frost Ray and Four Mirror Armor at the start of my turn

    Display Four Mirror Armor at the start of my turn

    Looking as if they had just seen a ghost, Al shows up and points out where she had scried a gargoyle roosting.

    "

    Ashwing Gargoyle:
    Ashwing Gargoyle
    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.

    "

    A sorceress's dream is seeing a gargoyle.

    Combat 23: 1d8 + 5 + 3d6 + 4 + 1d8 ⇒ (2) + 5 + (4, 5, 1) + 4 + (8) = 29

    Attack Details:

    Arcane - 1d8+5
    Frost Ray - 3d6
    Vulnerable - +4
    Al Spellbound = 1d8

    "The Gargoyle is gone, Al. Go on ahead, I'll be right behind you."

    Banish Frost Ray and Recharge HEAT METAL as a NEW card from the Box

    "

    Flenta wrote:

    Hand: Wolfhide Armor, Iomedae's Justice, Dwarven Earthbreaker +1, Gem of Physical Prowess, Blessing of Shizuru,

    Displayed: Four-Mirror Armor,
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Blood Pools
    Hero Points: 7
    NOTES:
    Available Support: Shizuru recharges on a Str check, or if the hour lists Strength to acquire. Discards to bless otherwise.
    Other: Paizo reroll used for scenario 6-4D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shieldsplitter Lance, Fiery Glare (Core), The Rakshasa, Legionnaire Chaplain, Enervation, Embiggen, Fireball Beads, Wand of Acid Burst
    Recharged: Wand of Enervation, Shock Glaive +1, Katana +1, Tripartite Spear +2, Heat Metal,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    - Acrobatics: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☑ +2 ☑ +3
    - Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

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

    "


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

    Hour = Orison.

    Reminder: Top cards of Library are known from Al's turn (Henchman B, Tangleburn Bag.)

    Move to Blood Pool and encounter revealed Orison.

    Wis 2: 1d8 ⇒ 4 - blessing acquired

    EOT examine of Blood Pool: Rakshasa (Henchman A).

    Quinn dispatches himself to the pool of ill repute and meets up with the seer and sorceress. They exchange pleasantries, and there is a consensus that the slippery tigerfolk may be massing nearby.

    Quinn wrote:

    Hand: Orison, Jasan Adriel, Ambrosia, Cerulean Mastermind, Blackjack's Rapier, Wand of Enervation, The Carnival,

    Displayed:
    Deck: 15 Discard: 0 Buried: 1
    Hero Points: 3
    "NOTES:
    Available Support: Any item buries to add 1d8+2 vs. local barrier. "

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    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)

    Top card of Blood Pool is henchman A. If location is closed, will follow Flenta to new location.


    During This Adventure: Year of Rotting Ruins - Adventure 4: What Stalks in Shadows
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
  • After you use the Base's power to recharge cards, you may move or shuffle your deck. (4A Reward)
  • When you close a location and move to the Base, you may immediately explore it once. (4B Reward)

    During This Scenario: 6-4D: The Tigers’ Den

  • Harrow suit: Books
    SETUP:
  • After building the locations, shuffle a non-closing henchman Ashwing Gargoyle-Proxy B into each/

    STORY BANES:

  • Danger: Ashwing Gargoyle, Rakshasa, Red Mantis Assassin
  • Villain: Bahor
  • Closing Henchmen: Vimanda, Rakshasas-Proxy A

    DURING THIS SCENARIO:

  • Once each turn, you may bury a card to explore.
  • When you close your location, after characters move, a random character summons and encounters the danger.
    Thunderstorm:
    Thunderstorm
    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.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Minotaur
    Monster 2

    Traits
    Minotaur

    Check
    Combat
    15
    OR
    Fortitude
    8

    Powers
    If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.

    Monster 2
    Spoiler:
    Cytillipede
    Monster 4

    Traits
    Vermin

    Check
    Combat
    16

    Powers
    Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
    If undefeated, a random local character summons and encounters this monster.

    Monster 3
    Spoiler:
    Troll
    Monster 2

    Traits
    Troll
    Veteran

    Check
    Combat
    8+##
    THEN
    Combat
    10+##

    Powers
    Vulnerable to Fire.
    Before acting, each local character suffers 1 Combat damage.
    If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.

    Monster 4
    Spoiler:
    Inquisitor Devil
    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 5
    Spoiler:
    Vampiric Mist
    Monster 2

    Traits
    Aberration

    Check
    Combat
    12

    Powers
    Vulnerable to Fire.
    Before acting, you may bury an ally.
    If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourge Wounded.

    Random Barriers:
    Barrier 1
    Spoiler:
    Symbol Of Fear
    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
    Spoiler:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    The difficulty is increased by the hour’s level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Barrier 3
    Spoiler:
    Invisible Wall
    Barrier 2

    Traits
    Lock
    Magic
    Trigger

    Check
    Arcane
    Divine
    Perception
    9

    Powers
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.

    Barrier 4
    Spoiler:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

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

    Barrier 5
    Spoiler:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Frost Longspear
    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 2
    Spoiler:
    Thundering Earthbreaker
    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 3
    Spoiler:
    Vindicator
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
    On a distant character’s combat check, freely reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 4
    Spoiler:
    Venomous Dagger
    Weapon 3

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    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 combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Weapon 5
    Spoiler:
    Verminbane Warhammer
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Restorative Touch
    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
    Spoiler:
    Divine Blaze
    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 3
    Spoiler:
    Poison Blast
    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 4
    Spoiler:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spell 5
    Spoiler:
    Aid
    Spell 0

    Traits
    Magic
    Divine
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Bearskin Armor
    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
    Spoiler:
    Voidglass Armor
    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 3
    Spoiler:
    Impervious Chain Shirt
    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 4
    Spoiler:
    Magic Full Plate
    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 5
    Spoiler:
    Gray Maiden Plate
    Armor 2

    Traits
    Heavy Armor
    Gray Maiden
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    • 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.

    Random Items:
    Item 1
    Spoiler:
    Wand Of Restorative Touch
    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 2
    Spoiler:
    Belt Of Physical Might
    Item 4

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    13

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.

    Item 3
    Spoiler:
    Zellara’s Harrow Deck
    Item 2

    Traits
    Loot
    Tool
    Magic
    Gambling
    Harrow
    Mental

    Check
    Wisdom
    Perception
    10

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

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

    Item 4
    Spoiler:
    Fireball Beads
    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 5
    Spoiler:
    Twitch Tonic
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Nightspear
    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
    Spoiler:
    Hellknight Of The Nail
    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 3
    Spoiler:
    Fortune-teller
    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 4
    Spoiler:
    Magistrate
    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 5
    Spoiler:
    Lyrune-quah Truthspeaker
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 2
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

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

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

    Blessing 3
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

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

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

    Blessing 4
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

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

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

    Blessing 5
    Spoiler:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Turn: 13 Valaros/Katlyn99

    Top of Blessing Discard Pile: 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.

    Top Blessing:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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


    Blessings Remaining: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 14 Radillo)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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

    Blessings Deck Card 2 (Turn 15 Alahazra)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

    When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.

    Blessings Deck Card 3 (Turn 16 Flenta)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 4 (Turn 17 Quinn)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

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

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

    Blessings Deck Card 5 (Turn 18 Valaros)
    Spoiler:
    The All-seeing Eye
    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.

    Blessings Deck Card 6 (Turn 19 Radillo)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 7 (Turn 20 Alahazra)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 8 (Turn 21 Flenta)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessings Deck Card 9 (Turn 22 Quinn)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 10 (Turn 23 Valaros)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 11 (Turn 24 Radillo)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

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

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

    Blessings Deck Card 12 (Turn 25 Alahazra)
    Spoiler:
    The Empty Throne
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 13 (Turn 26 Flenta)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

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

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

    Blessings Deck Card 14 (Turn 27 Quinn)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check, if you are at a Wild location, add 1d4.

    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.

    Blessings Deck Card 15 (Turn 28 Valaros)
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

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

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

    Blessings Deck Card 16 (Turn 29 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 17 (Turn 30 Alahazra)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Dungeons
    Traits: Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:2
    Located here: Val
    Notes:

    Dungeons Card 1:
    Dire Crocodile
    Monster 2

    Traits
    Animal
    Aquatic

    Check
    Combat
    15

    Powers
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

    Dungeons Card 2:
    Bahor
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa
    Rogue

    Check
    Combat
    20

    Powers
    Resistant to Attack.
    Vulnerable to Piercing.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Dungeons Card 3:
    Belt Of Physical Prowess
    Item 2

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    Dungeons Card 4:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Dungeons Card 5:
    Imprisonment
    Barrier 2

    Traits
    Lock
    Obstacle
    Task

    Check
    Dexterity
    Diplomacy
    Disable
    Stealth
    9

    Powers
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

    Dungeons Card 6:
    Mercenary
    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.

    Dungeons Card 7:
    Sklar-quah Thundercaller
    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.

    Dungeons Card 8:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory
    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:

    Manor
    Traits: Urban
    At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 5+# check.
    When Permanently Closed: Search your deck for a card and draw it.
    M:0 Ba:1 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:0 ?:2
    Located here: Rad

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

    Traits

    Check
    None
    0

    Powers

    Manor Card 2:
    Sergeant-at-arms
    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.

    Manor Card 3:
    Ring Of Protection
    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.

    Manor Card 4:
    Cerulean Mastermind
    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.

    Manor Card 5:
    Friendly Game Of Sredna
    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.

    Manor Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Manor Card 7:
    Dust Of Revealing
    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.

    Manor Card 8:
    Instrument Of Agony
    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.

    Manor Card 9:
    Enhance
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    Freely display next to a local character and choose a skill. While displayed:
    • On their checks using that skill, add 1+#.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Library
    Traits: Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M:1 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:2
    Notes: Create Mindscape displayed
    Geist

    Library Card 1 - Henchman Proxy B:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 2 - Tangleburn Bag:
    Tangleburn Bag
    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.

    Library Card 3:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    11

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Library Card 4:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 5:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

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

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

    Library Card 6:
    Geist
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

    Powers
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.

    Repository
    Traits: Sacred, Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M:1 Ba:2 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:2

    Repository Card 1:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

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

    Repository Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Repository Card 3:
    Embiggen
    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.

    Repository Card 4:
    Blackjack’s Daggers
    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.

    Repository Card 5:
    Marked Cards
    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.

    Repository Card 6:
    Barghest
    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.

    Repository Card 7:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Repository Card 8:
    Treacherous Tunnels
    Barrier 2

    Traits
    Obstacle

    Check
    Wisdom
    Survival
    9

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.

    Repository Card 9:
    Acidic Bolas
    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.

    Repository Card 10:
    Red Mantis Mask
    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.

    Repository Card 11:
    Moon Maiden Armor
    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.

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:2 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Al, Flenta, Quinn

    Blood Pool Card 1 - Henchman Proxy A:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Blood Pool Card 2:
    Mist Horror
    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.

    Blood Pool Card 3:
    Korvosan House Drake
    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.

    Blood Pool Card 4:
    Dimensional Jump
    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.

    Blood Pool Card 5:
    Bottled Lightning
    Item 4

    Traits
    Liquid
    Alchemical
    Attack
    Electricity
    Ranged

    Check
    Intelligence
    12

    Powers
    For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
    During a local encounter with a non–story bane monster, banish to ignore its before acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.

    Blood Pool Card 6:
    Cotct Gargoyle
    Monster 4

    Traits
    Gargoyle

    Check
    Combat
    21

    Powers
    Resistant to Melee. Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    Barracks
    Traits: Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M:2 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:1 Bl:1 ?:2

    Barracks Card 1:
    Magic Mithral Chain Mail
    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.

    Barracks Card 2:
    Sable Company Hide
    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.

    Barracks Card 3:
    Vimanda
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa
    Monk

    Check
    Combat
    17
    THEN
    Combat
    13
    OR
    Charisma
    Diplomacy
    8

    Powers
    Resistant to Attack. Vulnerable to Piercing.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Barracks Card 4:
    Metal Cobra
    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.

    Barracks Card 5:
    Giant Anaconda
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.

    Barracks Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Barracks Card 7:
    Horn Of Blasting
    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.

    Barracks Card 8:
    Lucky Starknife
    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.

    Barracks Card 9:
    Urgathoa’s Gluttony
    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.

    Barracks Card 10:
    Red Mantis Ambush
    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.

    Barracks Card 11:
    Salvator Scream
    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.

    Base
    Traits: Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    • Draw a card.
    • Heal a card.
    • Recharge any number of cards.
    • Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0

    Base Card 1:
    Jayna Lemore
    Supporter 3

    Traits
    Human
    Paladin

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
    • □ You may bury to allow a local character to ignore a card's before or after acting power.

    Base Card 2:
    Boors
    Supporter 2

    Traits
    Human
    Ranger

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • You may bury to examine the top card of up to 3 locations.
    • □ You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them.

    Base Card 3:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

    Powers
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.

    Base Card 4:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.

    Base Card 5:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

    Powers
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • □ You may bury to examine the top 3 cards of any location.

    Base Card 6:
    Ketrik
    Supporter 2

    Traits
    Human
    Fighter

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • □ You may bury to draw 3 new armors, then banish 2 of them


  • Deck Handler

    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.

    Move: Moving to the Manor

    Explore: Henchman Proxy A - Rakshasa
    BYA: each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage.
    Requesting Flenta recharge Blessing of Shizuru to bless (the hour lists strength to acquire)
    Dexterity 6: 2d8 ⇒ (7, 3) = 10

    Discard Breakaway Spear
    Combat 16 -4 ( vulnerable to piercing): 1d10 + 5 + 1d8 + 2 + 2d8 + 2 ⇒ (8) + 5 + (2) + 2 + (4, 5) + 2 = 28
    check not blesses, rerolling the d10
    1d10 + 5 + 2 + 2 + 4 + 5 + 2 ⇒ (1) + 5 + 2 + 2 + 4 + 5 + 2 = 21
    Rakshasa defeated.
    To Close: Succeed at a Charisma or Diplomacy 5+# check.
    Reveal champions do-maru and display hat of glamour. Reload tripartite spear
    Diplomacy 5+4: 1d6 + 3 + 1 + 2d6 + 1d6 ⇒ (5) + 3 + 1 + (3, 5) + (3) = 20
    Manor closed. Move to Base and immediately explore once. Keep Boors. Returned rest in same order. Heal Breakaway Spear. Display Boors.

    When you close your location, after characters move, a random character summons and encounters the danger.
    random character starting with Rad: 1d5 ⇒ 3Flenta!

    End of Turn Actions: Discard Hat of Glamour (will use staff of minor healing to heal it at beginning of Rads turn. This is reflected in my hand update.)

    "

    Valeros wrote:

    Hand: Belt of Giant Strength, Tripartite Spear +2, Champion's Do-Maru, Chain Mail (Core),

    Displayed: Boors,
    Deck: 14 Discard: 0 Buried: 1
    Current Location: Base
    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 (3 available).
    Other: I can avenge by discarding. 0 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Breakaway Spear, Shieldsplitter Lance, Blessing of Angradd, Viking Shieldmaster, Hat of Glamour, Fortified Breastplate, Evangelist, Soldier (Core), Longsword +2, Retriever, Blessing of Abadar, Frost Lance +2, Surgeon
    Recharged: Staff of Minor Healing (Core),
    Discard Pile:
    Buried Pile: Lady Of Valor (Loot),

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

    Favored Card: Sword Weapon
    Hand Size: 4 ☑ 5 ☐ 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 Deck Handler

    Out of turn update. Encounter Danger
    Which Danger: 1d3 ⇒ 3 - Red Mantis Assassin

    Red Mantis Assassin:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.


    BYA Wis 8: 1d10 ⇒ 4
    Recharge Gem of Physical Prowess to use d10
    Increase Difficulty: 1d6 ⇒ 3

    Combat 21(10+8+3): 1d10 + 4 + 2d6 + 1 + 1d10 ⇒ (2) + 4 + (4, 4) + 1 + (10) = 25

    Attack Details:

    Melee - 1d10+4
    Dwarven Earthbreaker +1 - 2d6+1
    Quinn's Orison - 1d10


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

    Out of turn - Orison discarded for Flenta on Val's turn.

    Quinn wrote:

    Hand: Jasan Adriel, Ambrosia, Cerulean Mastermind, Blackjack's Rapier, Wand of Enervation, The Carnival,

    Displayed:
    Deck: 15 Discard: 1 Buried: 1
    Hero Points: 3
    "NOTES:
    Available Support: Any item buries to add 1d8+2 vs. local barrier. "

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    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)


    During This Adventure: Year of Rotting Ruins - Adventure 4: What Stalks in Shadows
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
  • After you use the Base's power to recharge cards, you may move or shuffle your deck. (4A Reward)
  • When you close a location and move to the Base, you may immediately explore it once. (4B Reward)

    During This Scenario: 6-4D: The Tigers’ Den

  • Harrow suit: Books
    SETUP:
  • After building the locations, shuffle a non-closing henchman Ashwing Gargoyle-Proxy B into each/

    STORY BANES:

  • Danger: Ashwing Gargoyle, Rakshasa, Red Mantis Assassin
  • Villain: Bahor
  • Closing Henchmen: Vimanda, Rakshasas-Proxy A

    DURING THIS SCENARIO:

  • Once each turn, you may bury a card to explore.
  • When you close your location, after characters move, a random character summons and encounters the danger.
    Thunderstorm:
    Thunderstorm
    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.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

    Powers
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Drained.

    Monster 2
    Spoiler:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Monster 3
    Spoiler:
    Catoblepas
    Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    20

    Powers
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.

    Monster 4
    Spoiler:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Monster 5
    Spoiler:
    Inquisitor Devil
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Dispelling Mist
    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.

    Barrier 2
    Spoiler:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    The difficulty is increased by the hour’s level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Barrier 3
    Spoiler:
    Thunderstorm
    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.

    Barrier 4
    Spoiler:
    Wall Of Lightning
    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.

    Barrier 5
    Spoiler:
    Hungry Smoke
    Barrier 3

    Traits
    Trap
    Elemental

    Check
    Combat
    14
    OR
    Disable
    Fortitude
    Perception
    9

    Powers
    Resistant to Melee.
    If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.

    Random Weapons:
    Weapon 1
    Spoiler:
    Thundering Earthbreaker
    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 2
    Spoiler:
    Dragonbane Greatsword
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
    If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 3
    Spoiler:
    Verminbane Warhammer
    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 4
    Spoiler:
    Frost Longspear
    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 5
    Spoiler:
    Frost Longbow
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spell 2
    Spoiler:
    Acid Rain
    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 3
    Spoiler:
    Wall Of Light
    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.

    Spell 4
    Spoiler:
    Fly
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spell 5
    Spoiler:
    Vampiric Touch
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Bearskin Armor
    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
    Spoiler:
    Sable Company Leathers
    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.

    Armor 3
    Spoiler:
    Shield Of Resistance
    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 4
    Spoiler:
    Impervious Chain Shirt
    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 5
    Spoiler:
    Gray Maiden Plate
    Armor 2

    Traits
    Heavy Armor
    Gray Maiden
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    • 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.

    Random Items:
    Item 1
    Spoiler:
    Liquid Courage
    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
    Spoiler:
    Wand Of Restorative Touch
    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
    Spoiler:
    Zellara’s Harrow Deck
    Item 2

    Traits
    Loot
    Tool
    Magic
    Gambling
    Harrow
    Mental

    Check
    Wisdom
    Perception
    10

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

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

    Item 4
    Spoiler:
    Ring Of Protection
    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 5
    Spoiler:
    Fate-reader Lenses
    Item 3

    Traits
    Object
    Magic
    Harrow

    Check
    Wisdom
    Arcane
    Divine
    Perception
    8

    Powers
    On any Perception check, reveal to add 1d10.
    Discard to examine the top 3 cards of any location or the hourglass and return them in any order.

    Random Allies:
    Ally 1
    Spoiler:
    Sergeant-at-arms
    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.

    Ally 2Ally 3
    Spoiler:
    Landshark Whelp
    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 4
    Spoiler:
    Dream Spider
    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.

    Ally 5
    Spoiler:
    Cerulean Mastermind
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessing 2
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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

    Blessing 3
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Blessing 4
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessing 5
    Spoiler:
    The Lost
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

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

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

    Turn: 14 Radillo/WilderRedbeard

    Top of Blessing Discard Pile: The Tyrant - When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    Top Blessing:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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


    Blessings Remaining: 16
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 15 Alahazra)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

    When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.

    Blessings Deck Card 2 (Turn 16 Flenta)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 3 (Turn 17 Quinn)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

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

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

    Blessings Deck Card 4 (Turn 18 Valaros)
    Spoiler:
    The All-seeing Eye
    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.

    Blessings Deck Card 5 (Turn 19 Radillo)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 6 (Turn 20 Alahazra)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 7 (Turn 21 Flenta)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessings Deck Card 8 (Turn 22 Quinn)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 9 (Turn 23 Valaros)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 10 (Turn 24 Radillo)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

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

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

    Blessings Deck Card 11 (Turn 25 Alahazra)
    Spoiler:
    The Empty Throne
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 12 (Turn 26 Flenta)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

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

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

    Blessings Deck Card 13 (Turn 27 Quinn)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check, if you are at a Wild location, add 1d4.

    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.

    Blessings Deck Card 14 (Turn 28 Valaros)
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

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

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

    Blessings Deck Card 15 (Turn 29 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 16 (Turn 30 Alahazra)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Dungeons
    Traits: Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:2
    Notes:

    Dungeons Card 1:
    Dire Crocodile
    Monster 2

    Traits
    Animal
    Aquatic

    Check
    Combat
    15

    Powers
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

    Dungeons Card 2:
    Bahor
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa
    Rogue

    Check
    Combat
    20

    Powers
    Resistant to Attack.
    Vulnerable to Piercing.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Dungeons Card 3:
    Belt Of Physical Prowess
    Item 2

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    Dungeons Card 4:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Dungeons Card 5:
    Imprisonment
    Barrier 2

    Traits
    Lock
    Obstacle
    Task

    Check
    Dexterity
    Diplomacy
    Disable
    Stealth
    9

    Powers
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

    Dungeons Card 6:
    Mercenary
    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.

    Dungeons Card 7:
    Sklar-quah Thundercaller
    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.

    Dungeons Card 8:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory
    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:

    Manor
    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
    Located here: Rad,

    Library
    Traits: Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M:1 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:2
    Notes: Create Mindscape displayed
    Geist

    Library Card 1 - Henchman Proxy B:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 2 - Tangleburn Bag:
    Tangleburn Bag
    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.

    Library Card 3:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    11

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Library Card 4:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 5:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

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

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

    Library Card 6:
    Geist
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

    Powers
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.

    Repository
    Traits: Sacred, Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M:1 Ba:2 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:2

    Repository Card 1:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

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

    Repository Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Repository Card 3:
    Embiggen
    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.

    Repository Card 4:
    Blackjack’s Daggers
    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.

    Repository Card 5:
    Marked Cards
    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.

    Repository Card 6:
    Barghest
    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.

    Repository Card 7:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Repository Card 8:
    Treacherous Tunnels
    Barrier 2

    Traits
    Obstacle

    Check
    Wisdom
    Survival
    9

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.

    Repository Card 9:
    Acidic Bolas
    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.

    Repository Card 10:
    Red Mantis Mask
    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.

    Repository Card 11:
    Moon Maiden Armor
    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.

    Blood Pool
    Traits: Urban
    At This Location: After you discard cards as damage, bury a card from your discards.
    When Closing: Bury 2 cards.
    When Permanently Closed: Heal a card.
    M:2 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Al, Flenta, Quinn

    Blood Pool Card 1 - Henchman Proxy A:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Blood Pool Card 2:
    Mist Horror
    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.

    Blood Pool Card 3:
    Korvosan House Drake
    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.

    Blood Pool Card 4:
    Dimensional Jump
    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.

    Blood Pool Card 5:
    Bottled Lightning
    Item 4

    Traits
    Liquid
    Alchemical
    Attack
    Electricity
    Ranged

    Check
    Intelligence
    12

    Powers
    For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
    During a local encounter with a non–story bane monster, banish to ignore its before acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.

    Blood Pool Card 6:
    Cotct Gargoyle
    Monster 4

    Traits
    Gargoyle

    Check
    Combat
    21

    Powers
    Resistant to Melee. Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    Barracks
    Traits: Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M:2 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:1 Bl:1 ?:2

    Barracks Card 1:
    Magic Mithral Chain Mail
    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.

    Barracks Card 2:
    Sable Company Hide
    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.

    Barracks Card 3:
    Vimanda
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa
    Monk

    Check
    Combat
    17
    THEN
    Combat
    13
    OR
    Charisma
    Diplomacy
    8

    Powers
    Resistant to Attack. Vulnerable to Piercing.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Barracks Card 4:
    Metal Cobra
    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.

    Barracks Card 5:
    Giant Anaconda
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.

    Barracks Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Barracks Card 7:
    Horn Of Blasting
    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.

    Barracks Card 8:
    Lucky Starknife
    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.

    Barracks Card 9:
    Urgathoa’s Gluttony
    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.

    Barracks Card 10:
    Red Mantis Ambush
    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.

    Barracks Card 11:
    Salvator Scream
    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.

    Base
    Traits: Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    • Draw a card.
    • Heal a card.
    • Recharge any number of cards.
    • Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Val

    Base Card 1:
    Jayna Lemore
    Supporter 3

    Traits
    Human
    Paladin

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
    • □ You may bury to allow a local character to ignore a card's before or after acting power.

    Base Card 2:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

    Powers
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.

    Base Card 3:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.

    Base Card 4:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

    Powers
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • □ You may bury to examine the top 3 cards of any location.

    Base Card 5:
    Ketrik
    Supporter 2

    Traits
    Human
    Fighter

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • □ You may bury to draw 3 new armors, then banish 2 of them


  • Radillo's Deck Manager

    Off turn: During Val's turn, BYA Dex/Acro check
    Dexterity 6: 1d8 ⇒ 6 Not blessed so re-roll
    Dexterity 6: 1d8 ⇒ 2 failed
    Electricity damage: 1d4 - 1 ⇒ (3) - 1 = 2 Discard Dragon's Breath and Pyrotechnic Blast.
    Move to Repository.

    Start of turn: The hour of The Tyrant
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    A spear whizzes by Rad's face and pins a Rakshasa to the wall. After Valeros cleared the remaining beast from the Manor, Radillo excitedly heads down to the repository in search of some collectibles.

    Free explore of card #1:

    Haughty Nobles:
    Barrier 1
    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

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

    Binder's Tome adds 1d4, Request a blessing from Alahazra.
    Diplomacy 6+4=10: 2d10 + 3 + 1d4 ⇒ (1, 4) + 3 + (1) = 9 Hero Point to re-roll
    Diplomacy 6+4=10: 2d10 + 3 + 1d4 ⇒ (10, 1) + 3 + (2) = 16 defeated
    Summon and acquire a random Ally:
    Sergeant-at-arms:
    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.

    Use Arcane in place of listed skill. Binder's Tome adds 1d4
    Diplomacy (Arcane) 10: 1d10 + 6 + 1d4 ⇒ (4) + 6 + (3) = 13 acquired

    She runs into a couple of uptight nobles who have been hiding out in fear of the Rakshasa. She placates them with some soothing words (and a bit of mental manipulation) only to discover that one of the nobles is the Sergeant-at-arms himself. Feeling somewhat sheepish, the military man vows to help out the group however he can.

    Discard Sergeant-at-arms to explore (and recharge Cleric of Nethys from discard): Henchman Proxy A

    Rakshasa:
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa

    Check
    Combat
    16

    Powers
    Resistant to Attack.
    Vulnerable to Piercing.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Sergeant-at-arms adds 1d4 to checks this exploration
    BA Dexterity 6: 1d8 + 1d4 ⇒ (1) + (4) = 5 re-roll the d4 per Monster power
    BA Dexterity 6: 1 + 1d4 ⇒ 1 + (2) = 3 Hero Point re-roll both
    BA Dexterity 6: 1d8 + 1d4 ⇒ (7) + (3) = 10 success
    Display Chain Lightning. Draw Create Mindscape from bottom of deck.
    Activate Chain Lightning, Rakshasa resistance to Attack. Sergeant-at-arms adds 1d4
    Combat 16+4=20: 1d10 + 6 + 3d6 + 1d4 ⇒ (2) + 6 + (3, 6, 6) + (1) = 24 re-roll first d6
    Combat 16+4=20: 2 + 6 + 3 + 1d6 + 6 + 1 ⇒ 2 + 6 + 3 + (4) + 6 + 1 = 22 defeated
    Attempt location close by summoning and acquiring a random spell:
    Lightning Bolt:
    Spell 2
    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spellbook adds 1d4
    Arcane 8: 1d10 + 6 + 1d4 ⇒ (7) + 6 + (1) = 14 acquired
    Location closed.
    WPC Recharge 1d4 boons: 1d4 ⇒ 1 Twisted Space
    Move to Base and explore. Examine top # and draw Pathfinder Bodyguard. Remove Exhausted scourge. Display Pathfinder Bodyguard.

    The Sergeant leads her through the repository and the two stumble upon another Rakshasa. As the sergeant charges, Radillo unleashes a lightnight blast and the two combined bring the outsider down. Heading back to the base, Radillo keeps the sergeants secret to herself and instead reinforces his confidence by recounting his bravery to the other soldiers.

    Display Create Mindscape at Blood Pool
    Radillo ends her turn.

    Radillo attempts to recover all cards in her Recovery pile.
    Chain Lightning: Arcane 13: 1d10 + 6 + 1d4 ⇒ (5) + 6 + (2) = 13 -> Chain Lightning recharged.

    Radillo resets her hand.

    Radillo wrote:

    Hand: Enervation, Spellbook, Binder's Tome, Acadamae Scholar, Cleric of Nethys, Blessing of Sivanah, Lightning Bolt (acquired),

    Displayed: Pathfinder Bodyguard (acquired),
    Deck: 11 Discard: 4 Buried: 0
    Current Location: Base
    Hero Points: 5
    NOTES:
    Available Support: Blessing and Enervation (any location) 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 (ask before using last ally).
    Other: Dice Re-Roll Used for 6-4D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Pharasma's Knowing (loot), Ice Chemist, Embiggen, Blessing of Pharasma, Salvator Scream
    Recharged: Fly, Bound Imp, Frost Ray, Fire Snake, Twisted Space, Chain Lightning,
    Discard Pile: Sergeant-at-arms (acquired), Unearthly Aim (acquired), Pyrotechnic Blast, Dragon's Breath (acquired),
    Buried Pile:

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

    Favored Card: Spell or Ally
    Hand Size: 6 ☑ 7 ☐ 8
    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.

    Turn Summary:
    Used one of Al's blessings
    Two Hero Points used this turn
    Repository closed
    Drew Pathfinder Bodyguard from base and displayed

    Scarab Sages

    Deck Handler Oracle

    Off turn: Discard Blessing of Abraxis for Radillo.

    Turn 16: The Midwife
    WHEN THIS IS THE HOUR
    At the start of your turn, summon and encounter a monster.

    SoT: Examine top 2: Henchman A, Mist Horror

    SoT: Summon and encounter random monster: Spectre (Combat 14)

    Use fire bolt. Flip top card: Cleric of Nethys, discarded.

    Reveal Tome, Mindscape adds 1d4.

    Combat 14: 1d12 + 5 + 2d4 + 2 + 1d4 + 1d4 ⇒ (1) + 5 + (1, 3) + 2 + (1) + (3) = 16 -> Defeated.

    Bury Bound Lantern Archon to examine the top 4 cards: BoSpellbound 3, Fly, Mist Horn, BoSpellbound 1.

    Draw BoSpellbound 3, place Fly on top, then Spellbound 1, then Mist Horn.

    Move to the Library.
    Free Explore: Ashwing Gargoyle (Combat 23) -> Gain wounded since human.

    Use fire bolt. Flip top card (Fly, recharge.)

    Reveal tome, mindscape adds 1d4, recharge boSpellbound to bless.

    Combat 23: 1d12 + 5 + 2 + 2d4 + 1d12 + 1d4 + 1d4 + 4 ⇒ (5) + 5 + 2 + (3, 4) + (5) + (1) + (1) + 4 = 30 -> Gargoyle defeated.

    End turn. Examine next two of Library: Tangleburn Bag, Volcanic Storm

    Recharge Archon 10: 1d12 + 5 + 1d4 + 1d4 ⇒ (7) + 5 + (3) + (3) = 18 -> Recharged.

    "

    Alahazra wrote:

    Hand: Blessing of the Spellbound 1, Mist Horn, Binders Tome, Bound Elemental, Fire Snake, Channel the Gift,
    Displayed: Create Mindscape,
    Deck: 8 Discard: 4 Buried: 0
    Current Location: Plaza
    Hero Points: 7 // Alahazra 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: Binder's tome adds 1d4 to local combat or charisma checks on reveal. (Adds mental trait)
    Movement: Feel free to use blessings.

    Skills and Powers:
    SKILLS

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

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


    Hourglass Discard:Calistria’s Sting
    WHEN THIS IS THE HOUR: You may avenge by discarding a card.

    With the Rakshasas cornered, I head off to the Dungeons.
    Move to Dungeons

    As I reach the Dungeons, I get jumped by a ....

    Dire Crocodile:

    Monster 2
    Traits
    Animal
    Aquatic

    Check
    Combat
    15

    Powers
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

    Combat 17(15+2): 1d10 + 4 + 2d6 + 1 ⇒ (8) + 4 + (1, 3) + 1 = 17

    Attack Details:

    Melee - 1d10+4
    Dwarven Earthbreaker +1 - 2d6+1

    Unfortunately, the beast gets the jump on me and takes a bite at my leg.
    Defeat by less than 4, so I take Combat Damage
    Combat Damage: 1d4 ⇒ 3
    Recharge Four Mirror Armor to prevent all Combat Damage

    "

    Flenta wrote:

    Hand: Wolfhide Armor, Iomedae's Justice, Dwarven Earthbreaker +1, Shieldsplitter Lance, Fireball Beads,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Dungeon
    Hero Points: 7
    NOTES:
    Available Support: Use the Iomedae's Justice. It's 1d12 on checks to defeat for you, but just an explore for me!
    Other: Paizo reroll used for scenario 6-4D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wand of Acid Burst, Fiery Glare (Core), Embiggen, Legionnaire Chaplain, Enervation, The Rakshasa
    Recharged: Wand of Enervation, Shock Glaive +1, Katana +1, Tripartite Spear +2, Heat Metal, Blessing of Shizuru, Gem of Physical Prowess, Four-Mirror Armor,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    - Acrobatics: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☑ +2 ☑ +3
    - Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

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

    "


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

    The Avalanche
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    A snooty, furry maker of mischief has been tracked to a coastal inlet where the crimson tide beats the rocky shore into sediment.

    Stay @ Blood Pool, explore and encounter revealed henchman A.

    His rapier drawn, Quinn charges the Rakshasa!

    Rakshasa:
    Rakshasa
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa

    Check
    Combat
    16

    Powers
    Resistant to Attack.
    Vulnerable to Piercing.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Asking for Al's Spellbound.

    BYA Dex 6 w/ blessing: 2d6 ⇒ (2, 4) = 6 - pass, no damage

    Combat 16 w/ rapier (reloaded), Mindscape, piercing bonus: 1d10 + 1d6 + 12 + 1d4 + 4 ⇒ (2) + (5) + 12 + (4) + 4 = 27 - can't fail, even with forced reroll

    To close Pool, bury Wand and Jasan. Move to Base after close, grab Jayna Lemore.

    Quinn wrote:

    Hand: The Dance, Plaguebringer's Mask, Ambrosia, Cerulean Mastermind, Blackjack's Rapier, Keen Rapier, The Carnival,

    Displayed: Jayna Lemore,
    Deck: 13 Discard: 0 Buried: 3
    Hero Points: 3
    "NOTES:
    Available Support: Any item buries to add 1d8+2 vs. local barrier.
    Other: Lemore adds 1d6+magic after combat roll, or stops BYA/AYA for local character."

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    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)

    Blood Pool closed, Al's Spellbound used.


    During This Adventure: Year of Rotting Ruins - Adventure 4: What Stalks in Shadows
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
  • After you use the Base's power to recharge cards, you may move or shuffle your deck. (4A Reward)
  • When you close a location and move to the Base, you may immediately explore it once. (4B Reward)

    During This Scenario: 6-4D: The Tigers’ Den

  • Harrow suit: Books
    SETUP:
  • After building the locations, shuffle a non-closing henchman Ashwing Gargoyle-Proxy B into each/

    STORY BANES:

  • Danger: Ashwing Gargoyle, Rakshasa, Red Mantis Assassin
  • Villain: Bahor
  • Closing Henchmen: Vimanda, Rakshasas-Proxy A

    DURING THIS SCENARIO:

  • Once each turn, you may bury a card to explore.
  • When you close your location, after characters move, a random character summons and encounters the danger.
    Thunderstorm:
    Thunderstorm
    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.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Smoke Slayer
    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.

    Monster 2
    Spoiler:
    Cotct Basilisk
    Monster 2

    Traits
    Animal

    Check
    Combat
    12

    Powers
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.

    Monster 3
    Spoiler:
    Minotaur
    Monster 2

    Traits
    Minotaur

    Check
    Combat
    15
    OR
    Fortitude
    8

    Powers
    If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.

    Monster 4
    Spoiler:
    Zombie
    Monster 0

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9+##

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

    Monster 5
    Spoiler:
    Landshark
    Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, encounter this monster.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Random Barriers:
    Barrier 1
    Spoiler:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

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

    Barrier 2
    Spoiler:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

    Powers
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    Barrier 3
    Spoiler:
    Biting Tigers
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Combat
    16
    OR
    Acrobatics
    Disable
    Stealth
    9

    Powers
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1d6 Combat damage.

    Barrier 4
    Spoiler:
    Symbol Of Fear
    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 5
    Spoiler:
    Symbol Of Agony
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Vindicator
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
    On a distant character’s combat check, freely reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 2
    Spoiler:
    Humanbane Rapier
    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
    Spoiler:
    Verminbane Warhammer
    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 4
    Spoiler:
    The Tall Knife
    Weapon P3

    Traits
    Object
    Guillotine
    Slashing
    2-Handed

    Check
    Strength
    12

    Powers
    Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.

    Weapon 5
    Spoiler:
    Wounding Spear-axe
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Veteran

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.

    Spell 2
    Spoiler:
    Safe Haven
    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
    Spoiler:
    Aid
    Spell 0

    Traits
    Magic
    Divine
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spell 4
    Spoiler:
    Acid Rain
    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 5
    Spoiler:
    Full Pouch
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Shoanti Barbarian Hide
    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
    Spoiler:
    Magic Spiked Full Plate
    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 3
    Spoiler:
    Grounded Studded Leather
    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 4
    Spoiler:
    Maiden’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Gray Maiden
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    10

    Powers
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 5
    Spoiler:
    Brute Force Shield
    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.

    Random Items:
    Item 1
    Spoiler:
    Bottled Lightning
    Item 4

    Traits
    Liquid
    Alchemical
    Attack
    Electricity
    Ranged

    Check
    Intelligence
    12

    Powers
    For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
    During a local encounter with a non–story bane monster, banish to ignore its before acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.

    Item 2
    Spoiler:
    Blackjack’s Gear
    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.

    Item 3
    Spoiler:
    Iron Shackles
    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.

    Item 4
    Spoiler:
    Liquid Courage
    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 5
    Spoiler:
    Drums Of Panic
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Dream Spider
    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.

    Ally 2
    Spoiler:
    Hippogriff Fledgling
    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
    Spoiler:
    Ausio Carowyn
    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 4
    Spoiler:
    Hellknight Of The Nail
    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 5
    Spoiler:
    Wolverine
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessing 2
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 3
    Spoiler:
    Our Lord In Iron
    Blessing 3

    Traits
    Deity: Gorum
    Divine

    Check
    Divine
    Melee
    Ranged
    8

    Powers
    WHEN THIS IS THE HOUR
    On your combat check, you may reveal any number of weapons; for each, add 1.

    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

    Blessing 4
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessing 5
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Turn: 18 Valaros/Katlyn99

    Top of Blessing Discard Pile: The All-seeing Eye - When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.

    Top Blessing:
    The All-seeing Eye
    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.


    Blessings Remaining: 12
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 19 Radillo)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 2 (Turn 20 Alahazra)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 3 (Turn 21 Flenta)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessings Deck Card 4 (Turn 22 Quinn)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 5 (Turn 23 Valaros)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 6 (Turn 24 Radillo)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

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

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

    Blessings Deck Card 7 (Turn 25 Alahazra)
    Spoiler:
    The Empty Throne
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 8 (Turn 26 Flenta)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

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

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

    Blessings Deck Card 9 (Turn 27 Quinn)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check, if you are at a Wild location, add 1d4.

    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.

    Blessings Deck Card 10 (Turn 28 Valaros)
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

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

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

    Blessings Deck Card 11 (Turn 29 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 12 (Turn 30 Alahazra)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Dungeons
    Traits: Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M:1 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:2
    Located here: Flenta,
    Notes:

    Dungeons Card 1:
    Bahor
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa
    Rogue

    Check
    Combat
    20

    Powers
    Resistant to Attack.
    Vulnerable to Piercing.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Dungeons Card 2:
    Belt Of Physical Prowess
    Item 2

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    Dungeons Card 3:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Dungeons Card 4:
    Imprisonment
    Barrier 2

    Traits
    Lock
    Obstacle
    Task

    Check
    Dexterity
    Diplomacy
    Disable
    Stealth
    9

    Powers
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

    Dungeons Card 5:
    Mercenary
    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.

    Dungeons Card 6:
    Sklar-quah Thundercaller
    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.

    Dungeons Card 7:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory
    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:

    Manor
    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

    Library
    Traits: Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M:1 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
    Located here: Al,
    Notes: Create Mindscape displayed
    Geist

    Library Card 1 - Tangleburn Bag:
    Tangleburn Bag
    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.

    Library Card 2 - Volcanic Storm:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    11

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Library Card 3:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 4:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

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

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

    Library Card 5:
    Geist
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

    Powers
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.

    Repository
    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

    Blood Pool
    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:

    Barracks
    Traits: Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M:2 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:1 Bl:1 ?:2

    Barracks Card 1:
    Magic Mithral Chain Mail
    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.

    Barracks Card 2:
    Sable Company Hide
    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.

    Barracks Card 3:
    Vimanda
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa
    Monk

    Check
    Combat
    17
    THEN
    Combat
    13
    OR
    Charisma
    Diplomacy
    8

    Powers
    Resistant to Attack. Vulnerable to Piercing.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Barracks Card 4:
    Metal Cobra
    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.

    Barracks Card 5:
    Giant Anaconda
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.

    Barracks Card 6:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Barracks Card 7:
    Horn Of Blasting
    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.

    Barracks Card 8:
    Lucky Starknife
    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.

    Barracks Card 9:
    Urgathoa’s Gluttony
    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.

    Barracks Card 10:
    Red Mantis Ambush
    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.

    Barracks Card 11:
    Salvator Scream
    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.

    Base
    Traits: Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    • Draw a card.
    • Heal a card.
    • Recharge any number of cards.
    • Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Val, Rad, Quinn

    Base Card 1:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.

    Base Card 2:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

    Powers
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • □ You may bury to examine the top 3 cards of any location.

    Base Card 3:
    Ketrik
    Supporter 2

    Traits
    Human
    Fighter

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • □ You may bury to draw 3 new armors, then banish 2 of them


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

    Minor retcon, someone needed to encounter the danger from my Blood Pool closing. Who encounters? (starting w/ Radillo): 1d5 ⇒ 5

    Valeros encounters the danger on Quinn's turn. (My Carnival blessing was available at the time, but not The Dance.)


    Deck Handler

    OFF-TURN ACTIONS: Quinns turn - summon the danger
    danger: 1d3 ⇒ 1 Ashwing Gargoyle
    Explore: Danger - Ashwing Gargoyle
    BYA: if you have the Human trait, suffer the scourge Wounded.
    Reveal belt, discard spear, reload champions do-maru, requesting Quinns carnival blessing cuz knowing my luck im going to roll all 1s
    Combat 23 (vuln and resistant cancel out): 1d10 + 5 + 1 + 1d8 + 2 + 1d8 + 1d6 + 1d10 ⇒ (1) + 5 + 1 + (5) + 2 + (2) + (5) + (6) = 27 Thank god for that blessing...

    Display Chain Mail.

    End off-turn actions.
    -----

    Hourglass Discard: The All-seeing Eye
    WHEN THIS IS THE HOUR: When you would examine the top card of a location, you may examine the top 2 cards instead.
    Start of Turn: Wounded - Discard Champions Do-maru

    Val is now going to pretend they are Alahazra as it's jsut too tempting with this hour power.

    Bury Boors to examine the top two cards at:

    Dungeons
    1. Bahor
    2. Belt Of Physical Prowess
    Library
    1. Tangleburn Bag
    2. Volcanic Storm
    Barracks
    1. Magic Mithral Chain Mail
    2. Sable Company Hide

    Move to Barracks.

    Explore: Magic Mithral Chain Mail
    Fortitude 10: 1d8 + 2 ⇒ (2) + 2 = 4

    End of Turn Actions: Recharge Tripartite Spear

    Valeros wrote:

    Hand: Fortified Breastplate, Belt of Giant Strength, Retriever, Viking Shieldmaster, Blessing of Angradd,

    Displayed: Chain Mail (Core),
    Deck: 11 Discard: 1 Buried: 2
    Current Location: Barracks
    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 (3 available).
    Other: I can avenge by discarding. 1 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hat of Glamour, Frost Lance +2, Evangelist, Blessing of Abadar, Breakaway Spear, Longsword +2, Shieldsplitter Lance, Soldier (Core), Surgeon
    Recharged: Staff of Minor Healing (Core), Tripartite Spear +2,
    Discard Pile: Champion's Do-Maru,
    Buried Pile: Lady Of Valor (Loot), Boors,

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

    Favored Card: Sword Weapon
    Hand Size: 4 ☑ 5 ☐ 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.)


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

    Out of turn - Discarding Carnival for Val.

    Quinn wrote:

    Hand: The Dance, Plaguebringer's Mask, Ambrosia, Cerulean Mastermind, Blackjack's Rapier, Keen Rapier,

    Displayed: Jayna Lemore,
    Deck: 13 Discard: 1 Buried: 3
    Hero Points: 3
    "NOTES:
    Available Support: Any item buries to add 1d8+2 vs. local barrier.
    Other: Lemore adds 1d6+magic after combat roll, or stops BYA/AYA for local character."

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    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)


    During This Adventure: Year of Rotting Ruins - Adventure 4: What Stalks in Shadows
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
  • After you use the Base's power to recharge cards, you may move or shuffle your deck. (4A Reward)
  • When you close a location and move to the Base, you may immediately explore it once. (4B Reward)

    During This Scenario: 6-4D: The Tigers’ Den

  • Harrow suit: Books
    SETUP:
  • After building the locations, shuffle a non-closing henchman Ashwing Gargoyle-Proxy B into each/

    STORY BANES:

  • Danger: Ashwing Gargoyle, Rakshasa, Red Mantis Assassin
  • Villain: Bahor
  • Closing Henchmen: Vimanda, Rakshasas-Proxy A

    DURING THIS SCENARIO:

  • Once each turn, you may bury a card to explore.
  • When you close your location, after characters move, a random character summons and encounters the danger.
    Thunderstorm:
    Thunderstorm
    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.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Emperor Scorpion
    Monster 4

    Traits
    Trigger
    Vermin
    Veteran

    Check
    Combat
    20

    Powers
    When examined, suffer 1 Poison damage, then encounter this monster.
    Immune to Mental.
    If you are at an Underground location, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Poisoned.

    Monster 2
    Spoiler:
    Deadfall Scorpion
    Monster 2

    Traits
    Vermin
    Poison

    Check
    Combat
    13

    Powers
    Immune to Mental. All damage is Poison damage.
    After acting, suffer 1 Poison damage.
    If undefeated, suffer the scourge Poisoned.

    Monster 3
    Spoiler:
    Harpy
    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.

    Monster 4
    Spoiler:
    Troll
    Monster 2

    Traits
    Troll
    Veteran

    Check
    Combat
    8+##
    THEN
    Combat
    10+##

    Powers
    Vulnerable to Fire.
    Before acting, each local character suffers 1 Combat damage.
    If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.

    Monster 5
    Spoiler:
    Chimera
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Symbol Of Fear
    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
    Spoiler:
    Dispelling Mist
    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.

    Barrier 3
    Spoiler:
    Wall Of Lightning
    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.

    Barrier 4
    Spoiler:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

    Powers
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Barrier 5
    Spoiler:
    Snake Oil Seller
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Humanbane Rapier
    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 2
    Spoiler:
    Dragonbane Greatsword
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
    If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 3
    Spoiler:
    Acidic Bolas
    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 4
    Spoiler:
    Wounding Spear-axe
    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.

    Weapon 5
    Spoiler:
    Frost Longspear
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Vampiric Touch
    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 2
    Spoiler:
    Dimensional Jump
    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 3
    Spoiler:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spell 4
    Spoiler:
    Magical Mansion
    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.

    Spell 5
    Spoiler:
    Acid Rain
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Impervious Chain Shirt
    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
    Spoiler:
    Brute Force Shield
    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.

    Armor 3
    Spoiler:
    Bearskin Armor
    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 4
    Spoiler:
    Maiden’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Gray Maiden
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    10

    Powers
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 5
    Spoiler:
    Moon Maiden Armor
    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.

    Random Items:
    Item 1
    Spoiler:
    Bottled Lightning
    Item 4

    Traits
    Liquid
    Alchemical
    Attack
    Electricity
    Ranged

    Check
    Intelligence
    12

    Powers
    For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
    During a local encounter with a non–story bane monster, banish to ignore its before acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.

    Item 2
    Spoiler:
    Persona Mask
    Item 3

    Traits
    Accessory
    Magic

    Check
    Charisma
    Diplomacy
    9

    Powers
    On your Diplomacy check, reveal to add 1d4.
    Recharge to choose a character from any box and display it. Replace your traits with that character’s traits until the end of the turn, then banish that character.

    Item 3
    Spoiler:
    Wand Of Restorative Touch
    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 4
    Spoiler:
    Bloodroot Poison
    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 5
    Spoiler:
    Ambrosia
    Item 3

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    12

    Powers
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.

    Random Allies:
    Ally 1
    Spoiler:
    Cerulean Mastermind
    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 2
    Spoiler:
    Lyrune-quah Truthspeaker
    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.

    Ally 3
    Spoiler:
    Naval Hero
    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 4
    Spoiler:
    Bound Homunculus
    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.

    Ally 5
    Spoiler:
    Landshark Whelp
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Lamashtu’s Madness
    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 2
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessing 3
    Spoiler:
    Zon-kuthon’s Pain
    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 4
    Spoiler:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.

    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

    Blessing 5
    Spoiler:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Turn: 19 Radillo/WilderRedbeard

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

    Top Blessing:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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


    Blessings Remaining: 11
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 20 Alahazra)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 2 (Turn 21 Flenta)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessings Deck Card 3 (Turn 22 Quinn)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 4 (Turn 23 Valaros)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 5 (Turn 24 Radillo)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

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

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

    Blessings Deck Card 6 (Turn 25 Alahazra)
    Spoiler:
    The Empty Throne
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 7 (Turn 26 Flenta)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

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

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

    Blessings Deck Card 8 (Turn 27 Quinn)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check, if you are at a Wild location, add 1d4.

    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.

    Blessings Deck Card 9 (Turn 28 Valaros)
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

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

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

    Blessings Deck Card 10 (Turn 29 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 11 (Turn 30 Alahazra)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Dungeons
    Traits: Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M:1 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:2
    Located here: Flenta,
    Notes:

    Dungeons Card 1 - Bahor:
    Bahor
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa
    Rogue

    Check
    Combat
    20

    Powers
    Resistant to Attack.
    Vulnerable to Piercing.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Dungeons Card 2 - Belt Of Physical Prowess:
    Belt Of Physical Prowess
    Item 2

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    Dungeons Card 3:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Dungeons Card 4:
    Imprisonment
    Barrier 2

    Traits
    Lock
    Obstacle
    Task

    Check
    Dexterity
    Diplomacy
    Disable
    Stealth
    9

    Powers
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

    Dungeons Card 5:
    Mercenary
    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.

    Dungeons Card 6:
    Sklar-quah Thundercaller
    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.

    Dungeons Card 7:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory
    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:

    Manor
    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

    Library
    Traits: Urban
    At This Location: On your check against a spell or a Book boon, add 1d6.
    When Closing: Succeed at an Intelligence or Knowledge 5+# check.
    When Permanently Closed: You may heal a discarded or buried Book card.
    M:1 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
    Located here: Al,
    Notes: Create Mindscape displayed
    Geist

    Library Card 1 - Tangleburn Bag:
    Tangleburn Bag
    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.

    Library Card 2 - Volcanic Storm:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    11

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Library Card 3:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 4:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

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

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

    Library Card 5:
    Geist
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

    Powers
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.

    Repository
    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

    Blood Pool
    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:

    Barracks
    Traits: Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:1 ?:2
    Located here: Val,

    Barracks Card 1 - Sable Company Hide:
    Sable Company Hide
    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.

    Barracks Card 2:
    Vimanda
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa
    Monk

    Check
    Combat
    17
    THEN
    Combat
    13
    OR
    Charisma
    Diplomacy
    8

    Powers
    Resistant to Attack. Vulnerable to Piercing.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Barracks Card 3:
    Metal Cobra
    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.

    Barracks Card 4:
    Giant Anaconda
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.

    Barracks Card 5:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Barracks Card 6:
    Horn Of Blasting
    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.

    Barracks Card 7:
    Lucky Starknife
    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.

    Barracks Card 8:
    Urgathoa’s Gluttony
    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.

    Barracks Card 9:
    Red Mantis Ambush
    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.

    Barracks Card 10:
    Salvator Scream
    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.

    Base
    Traits: Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    • Draw a card.
    • Heal a card.
    • Recharge any number of cards.
    • Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Rad, Quinn

    Base Card 1:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.

    Base Card 2:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

    Powers
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • □ You may bury to examine the top 3 cards of any location.

    Base Card 3:
    Ketrik
    Supporter 2

    Traits
    Human
    Fighter

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • □ You may bury to draw 3 new armors, then banish 2 of them


  • Radillo's Deck Manager

    The hour of Benefaction
    When this is the hour: No effect.
    Move to Library

    The sergeant informs Radillo of another Rakshasa spotted at the Library. "Just beware of those damnable Gargoyles," he warns her as she heads out. "Some of my best men have been taken down by those things."

    Explore:

    Tangleburn Bag:
    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.

    Create Mindscape adds 1d4, Spellbook adds 1d4
    Intelligence 10: 1d10 + 3 + 2d4 ⇒ (3) + 3 + (3, 4) = 13 acquired[/ooc]

    Discard Acadamae Scholar to explore, recharging Sergeant-at-arms:

    Volcanic Storm:
    Spell 3
    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    11

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Create Mindscape, Spellbook and Acadamae Scholar all add 1d4
    Arcane 11: 1d10 + 6 + 3d4 ⇒ (7) + 6 + (1, 3, 1) = 18 acquired

    Discard Cleric of Nethys (recharging Acadamae Scholar) to examine top 2 and encounter 1: Rakshasa (Henchman Proxy A) and The Cyclone (Blessing 1)
    Encounter:

    Rakshasa:
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa

    Check
    Combat
    16

    Powers
    Resistant to Attack.
    Vulnerable to Piercing.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Alahazra must succeed at a Dex/Acro 6 check or suffer 1d4-1 Electricity damage.
    Dexterity 6: 1d8 ⇒ 5 re-roll per monster power
    Dexterity 6: 1d8 ⇒ 3 failed
    Electricity damage: 1d4 - 1 ⇒ (2) - 1 = 1 Discard Tangleburn Bag
    Banish Enervation to recovery to decrease difficulty: 2d4 ⇒ (3, 1) = 4
    Draw Acadamae Scholar from bottom of deck.
    Banish Lightning Bolt to recovery, place Sergeant-at-arms on top of deck. Acadamae Scholar adds 1, Binder's Tome and Create Mindscape add 1d4
    Combat 16+4-4: 1d10 + 6 + 3d6 + 1 + 2d4 ⇒ (4) + 6 + (5, 5, 4) + 1 + (4, 3) = 32 re-roll per monster power
    Combat 16+4-4: 1d10 + 6 + 3d6 + 1 + 2d4 ⇒ (5) + 6 + (3, 1, 6) + 1 + (2, 3) = 27 defeated & banished
    Location close check: Spellbook and Create Mindscape add d4s
    Intelligence 5+4=9: 1d10 + 3 + 2d4 ⇒ (1) + 3 + (1, 3) = 8 shirt re-roll the d10
    Intelligence 5+4=9: 1d10 + 3 + 1 + 3 ⇒ (7) + 3 + 1 + 3 = 14
    Location closed. No books to heal. Move to Base examine all cards, draw and display Pathfinder Chronicler. Heal a random card from discard: Dragon's Breath.
    Random character encounters the danger: R, A, F, Q, V: 1d5 ⇒ 3
    Flenta must summon and encounter the Danger.

    Radillo ends her turn.

    Radillo attempts to recover all cards in her Recovery pile.
    Enervation: Arcane 8: 1d10 + 6 + 1d4 ⇒ (8) + 6 + (3) = 17 -> Enervation recharged.
    Lightning Bolt: Arcane 10: 1d10 + 6 + 1d4 ⇒ (8) + 6 + (3) = 17 -> Lightning Bolt recharged.

    Radillo resets her hand.

    Radillo wrote:

    Hand: Chain Lightning, Spellbook, Binder's Tome, Acadamae Scholar, Salvator Scream, Blessing of Sivanah, Volcanic Storm (acquired),

    Displayed: Pathfinder Bodyguard, Pathfinder Chronicler,
    Deck: 13 Discard: 4 Buried: 0
    Current Location: Base
    Hero Points: 5
    NOTES:
    Available Support: Blessing 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 (ask before using last ally).
    Other: Dice Re-Roll Used for 6-4D?: Y

    At the start of Alahazra's turn, Radillo discards Salvator Scream to draw the top card of the hourglass: The Bear (Blessing 1)

    Scarab Sages

    Deck Handler Oracle

    Off turn: Recharge BoSpellbound.

    Off turn: Autofail BYA dex check. Electricity damsge: 1d4 - 1 ⇒ (3) - 1 = 2 -> Bury Bound Elemental to reduce to 0.

    Recover Bound Elemental 12: 1d12 + 5 + 1d4 + 1d4 ⇒ (7) + 5 + (3) + (1) = 16 -> Recharged

    Recover Create Mindscape 11: 1d12 + 5 + 1d4 + 1d4 ⇒ (9) + 5 + (2) + (1) = 17 -> Recharged

    Move to the Barracks.

    Turn 20: Sarenrae's Light
    WHEN THIS IS THE HOUR
    When you heal, you may heal an additional card.

    SoT: Examine top 2 of Barracks (Sable Company Hide, Vimanda)

    Free Explore: Sable Company Hide (Fort 11)
    Play Fire Snake to use Divine skill.

    Reveal Tome to add 1d4.
    Divine 11: 1d12 + 5 + 1d4 ⇒ (7) + 5 + (4) = 16 -> Sable Hide added to hand.

    End turn, reset hand.

    Recharge Fire Snake 8: 1d12 + 5 + 1d4 ⇒ (12) + 5 + (4) = 21 -> Acquired.

    "

    Alahazra wrote:

    Hand: Holy Javelin, Mist Horn, Binders Tome, Blessing of Abadar, Sable Company Hide, Channel the Gift,
    Displayed:
    Deck: 9 Discard: 5 Buried: 0
    Current Location: Plaza
    Hero Points: 7 // Alahazra 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: Binder's tome adds 1d4 to local combat or charisma checks on reveal. (Adds mental trait)
    Movement: Feel free to use blessings.

    Skills and Powers:
    SKILLS

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

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


    During This Adventure: Year of Rotting Ruins - Adventure 4: What Stalks in Shadows
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
  • After you use the Base's power to recharge cards, you may move or shuffle your deck. (4A Reward)
  • When you close a location and move to the Base, you may immediately explore it once. (4B Reward)

    During This Scenario: 6-4D: The Tigers’ Den

  • Harrow suit: Books
    SETUP:
  • After building the locations, shuffle a non-closing henchman Ashwing Gargoyle-Proxy B into each/

    STORY BANES:

  • Danger: Ashwing Gargoyle, Rakshasa, Red Mantis Assassin
  • Villain: Bahor
  • Closing Henchmen: Vimanda, Rakshasas-Proxy A

    DURING THIS SCENARIO:

  • Once each turn, you may bury a card to explore.
  • When you close your location, after characters move, a random character summons and encounters the danger.
    Thunderstorm:
    Thunderstorm
    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.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Enormous Reefclaw
    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 2
    Spoiler:
    Chimera
    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
    Spoiler:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Monster 4
    Spoiler:
    Landshark
    Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, encounter this monster.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Monster 5
    Spoiler:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    15

    Powers
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    Random Barriers:
    Barrier 1
    Spoiler:
    Madness Mist Trap
    Barrier 3

    Traits
    Cache
    Lock
    Trap
    Magic

    Check
    Disable
    8
    OR
    Fortitude
    10

    Powers
    If defeated, draw a new spell or item.
    If undefeated, suffer 1d4 Poison damage, then mark this barrier’s location with the scourge Poisoned and banish this barrier.

    Barrier 2
    Spoiler:
    Wailing Maidens
    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 3
    Spoiler:
    Invisible Wall
    Barrier 2

    Traits
    Lock
    Magic
    Trigger

    Check
    Arcane
    Divine
    Perception
    9

    Powers
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.

    Barrier 4
    Spoiler:
    Fangs Of Diomazul
    Barrier 3

    Traits
    Trap
    Construct

    Check
    Dexterity
    Acrobatics
    Disable
    Stealth
    11

    Powers
    If undefeated, display this barrier at your location. While displayed, at this location:
    • When you explore, suffer 1d4 Combat damage.
    • For your first exploration of your turn, you may encounter this barrier.
    • When this location is closed, banish this barrier.

    Barrier 5
    Spoiler:
    Vortex Of Madness
    Barrier 4

    Traits
    Trigger
    Curse
    Undead

    Check
    Intelligence
    Perception
    11
    OR
    Wisdom
    Divine
    13

    Powers
    When examined, encounter this barrier.
    If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Acidic Bolas
    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 2
    Spoiler:
    Cleaving Battleaxe
    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 3
    Spoiler:
    Venomous Dagger
    Weapon 3

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    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 combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Weapon 4
    Spoiler:
    Sawtooth Saber
    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 5
    Spoiler:
    Shock Kukri
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Death’s Touch
    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.

    Spell 2
    Spoiler:
    Divine Blaze
    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 3
    Spoiler:
    Disable Mechanism
    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 4
    Spoiler:
    Acid Rain
    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 5
    Spoiler:
    Wall Of Light
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Magic Spiked Full Plate
    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 2
    Spoiler:
    Helm Of The Valkyrie
    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
    Spoiler:
    Corpse Plate
    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
    Spoiler:
    Grounded Studded Leather
    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 5
    Spoiler:
    Voidglass Armor
    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.

    Random Items:
    Item 1
    Spoiler:
    Marked Cards
    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
    Spoiler:
    Twitch Tonic
    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 3
    Spoiler:
    White War Paint
    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.

    Item 4
    Spoiler:
    Wayfinder
    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 5
    Spoiler:
    Fireball Beads
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Tayce Soldado
    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
    Spoiler:
    Ruan Mirukova
    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 3
    Spoiler:
    Jasan Adriel
    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 4
    Spoiler:
    Cerulean Mastermind
    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 5
    Spoiler:
    Ausio Carowyn
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessing 2
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

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

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

    Blessing 3
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessing 4
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Blessing 5
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

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

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

    Turn: 21 Flenta/Gimry

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

    Top Blessing:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.


    Blessings Remaining: 8
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 22 Quinn)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 2 (Turn 23 Valaros)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

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

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

    Blessings Deck Card 3 (Turn 24 Radillo)
    Spoiler:
    The Empty Throne
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 4 (Turn 25 Alahazra)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

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

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

    Blessings Deck Card 5 (Turn 26 Flenta)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check, if you are at a Wild location, add 1d4.

    On any check, discard to bless.
    On a Dexterity or Survival check, discard to bless twice.
    Discard to explore.
    Recharge to explore a Wild location.

    Blessings Deck Card 6 (Turn 27 Quinn)
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

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

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

    Blessings Deck Card 7 (Turn 28 Valaros)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check, discard to bless.
    On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
    Discard to explore.

    Blessings Deck Card 8 (Turn 29 Radillo)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Dungeons
    Traits: Underground
    At This Location: The difficulty of combat checks is increased by 2.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Each local character may draw a card.
    M:1 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:2
    Located here: Flenta,
    Notes:

    Dungeons Card 1 - Bahor:
    Bahor
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa
    Rogue

    Check
    Combat
    20

    Powers
    Resistant to Attack.
    Vulnerable to Piercing.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Dungeons Card 2 - Belt Of Physical Prowess:
    Belt Of Physical Prowess
    Item 2

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    Dungeons Card 3:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Dungeons Card 4:
    Imprisonment
    Barrier 2

    Traits
    Lock
    Obstacle
    Task

    Check
    Dexterity
    Diplomacy
    Disable
    Stealth
    9

    Powers
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

    Dungeons Card 5:
    Mercenary
    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.

    Dungeons Card 6:
    Sklar-quah Thundercaller
    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.

    Dungeons Card 7:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Laboratory
    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:

    Manor
    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

    Library
    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:

    Repository
    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

    Blood Pool
    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:

    Barracks
    Traits: Urban
    At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
    When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
    When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
    M:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:2
    Located here: Val, Al,

    Barracks Card 1:
    Vimanda
    Story Bane Monster 3

    Traits
    Outsider
    Rakshasa
    Monk

    Check
    Combat
    17
    THEN
    Combat
    13
    OR
    Charisma
    Diplomacy
    8

    Powers
    Resistant to Attack. Vulnerable to Piercing.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Barracks Card 2:
    Metal Cobra
    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.

    Barracks Card 3:
    Giant Anaconda
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.

    Barracks Card 4:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Barracks Card 5:
    Horn Of Blasting
    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.

    Barracks Card 6:
    Lucky Starknife
    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.

    Barracks Card 7:
    Urgathoa’s Gluttony
    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.

    Barracks Card 8:
    Red Mantis Ambush
    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.

    Barracks Card 9:
    Salvator Scream
    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.

    Base
    Traits: Urban
    At This Location: To build this location, shuffle together all of your rallied supporters.
    This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
    When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
    • Draw a card.
    • Heal a card.
    • Recharge any number of cards.
    • Remove 1 of your scourges.
    When Closing: N/A
    When Permanently Closed: N/A
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Quinn, Rad,

    Base Card 1:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.

    Base Card 2:
    Ketrik
    Supporter 2

    Traits
    Human
    Fighter

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
    • □ You may bury to draw 3 new armors, then banish 2 of them


  • Flenta Deck Handler

    Off-Turn danger encounter
    Danger: 1d3 ⇒ 3 -> Assassin

    Red Mantis Assassin:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Still smarting from the crocodile bite, Rad gives me a quick heads up that another Assassin was seen heading my way. Unfortunately, I miss the warnings and the assassin gets the jump on me.

    Auto-Fail Wisdom Check
    1d6 ⇒ 5

    Combat 25(10+8+5+2): 3d6 + 12 ⇒ (5, 2, 5) + 12 = 24
    Use Fireball Beads

    Grabbing at my beads, I launch a massive fireball at the Assassin just before it gets to me. As the assassin goes up in flames, I smile at the Sorceress I've become.

    EDIT: So Apparently I still have A LOT to learn about being a Sorceress. I actually failed the check by 1 because of the Location Power. I will discard my Dwarven Earthbreaker as damage and suffer the scourge: Wounded
    Start Turn
    Going to pause here while we figure out the details of the Villain fight


    Flenta Deck Handler

    Because I suffered Wounded on the Assassin fight, I will discard the top of my deck at the start of my turn

    Alerted to the presence of the outsider Villain by my good old fighter-oracle friend Val, I call upon Iomedaes Justice to help in the fight ahead.

    Forgo free explore to use Iomedae's Justice to explore and add 1d4 against Outsiders.

    Bahor:

    Story Bane Monster 3
    Traits
    Outsider
    Rakshasa
    Rogue

    Check
    Combat
    20

    Powers
    Resistant to Attack.
    Vulnerable to Piercing.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage.
    After the roll, if the check was not blessed, reroll 1 die with the highest value.

    Sensing the Outsider's resistance to magic, I quickly draw my lance and smile.

    "Bet you didn't expect to see a Sorceress with one of these, did you?"

    In a fit of anger at being surprised, the Rakshasa launches a bolt of electricity at me.

    Auto Fail the BYA check and Banish my armor to prevent all damage

    The electricity rips through my trusty armor, but luckily doesn't damage me at all. Smiling, I begin to Dance towards the creature with my lance drawn.

    Combat 22(20+2): 1d10 + 4 + 1d8 + 1 + 1d6 + 2d10 + 4 + 1d4 ⇒ (6) + 4 + (4) + 1 + (6) + (5, 5) + 4 + (2) = 37

    Attack Details:

    Melee - 1d10+4
    Shieldsplitter Lance - 1d8+1
    Recharge - 1d6
    The Dance - 2d10
    Vulnerable to Pierce - 4
    Iomedaes Justice - 1d4

    Using the tips I've picked up from Val on the way, I easily take down the Rakshasa.

    "It would seem it was YOU who tangled with someone outside their league, feline."

    WE WIN! Well after Al hits their submit button.

    Scarab Sages

    Deck Handler Oracle

    Upcoming close check: At the start of Flenta's turn, play Channel the gift for create mindscape and display it.

    Combat check to close: 5 + 4 + 4 + 1 + 2 = 15

    Play Holy Javelin
    Play Blessing of Abadar to bless.
    Reveal tome to add 1d4. Mindscape gives 1d4. Location gives 1d4.

    Combat 15: 1d12 + 5 + 2d8 + 1d4 + 1d4 + 1d4 + 1d12 ⇒ (8) + 5 + (1, 2) + (1) + (1) + (2) + (12) = 32 -> Guarded.


    DEVELOPMENT:
    The rakshasa patriarch falls before you. As death comes for him, he rasps out to you, “You fools. You ignorant fools. You’ve doomed Ardis. I am what stands between it and the Whispering Tyrant. Without me, it will fall to his minions. I would have been a far more merciful ruler. You may have killed me, but you still lost. And what a loss it is!” His eyes roll back and, with his last breath, he chuckles.

    Well, that was unexpected: the rakshasas don’t appear to have been in league with the Whispering Tyrant at all. But they do seem to have known about his plans for Ardis. And the one you just took down won’t be able to tell you about his own grand schemes or what he knows of the Whispering Tyrant’s plans. There are probably clues to both mysteries somewhere; you just have to find them.

    The fate of Ardis, and every soul that lives in it, depends on you. No pressure, though.

    SCENARIO REWARD:

  • Each character gets a hero point.
  • Loot: armor Angelic Armor
    Angelic Armor:
    Angelic Armor
    Armor 5

    Traits
    Loot
    Heavy Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    13

    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 3.
    • 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 a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

    ADVENTURE REWARD:

  • Gain a supporter feat.
  • Each character chooses a type of feat and increases their maximum number of that feat type to their tier + 1.

    ACQUIRED CARDS:
    Spell 3 Clairvoyance
    Spell 3 Dragon’s Breath
    Spell 2 Enlarge
    Spell 2 Heat Metal
    Spell 2 Unearthly Aim
    Spell 3 Volcanic Storm
    Armor 2 Magic Klar
    Armor 3 Sable Company Hide
    Item 2 Tangleburn Bag
    Item 3 Wand Of Enervation
    Ally 2 Sergeant-at-arms
    Blessing 0 Orison
    Blessing 1 The Bear

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