[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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Scarab Sages

Deck Handler Oracle

Turn 12: The Inquisitor
WHEN THIS IS THE HOUR
You may not use powers to reroll dice.

SoT: Examine top two of Spider Nest: (Vampiric Mist, Fireball Beads)
Draw a card: Holy Water

Free Explore: Vampiric Mist (Combat 12)
BYA; Bury Bound Elemental. Difficulty increased by: 1d8 ⇒ 1

Vampiric Mist (Combat 13)

Fire bolt: Flip top card (Channel the Gift, recharged. +4 to check)
Reveal tome to add 1d4
+2 for fire

Combat 13: 1d12 + 5 + 2d4 + 4 + 2 ⇒ (12) + 5 + (1, 2) + 4 + 2 = 26 -> Defeated.

End turn, reset hand.

EoT: Examine top two of Nest (Fireball beads, Venomous Hand Crossbow)

"

Alahazra wrote:

Hand: Holy Water 3, Fire Snake, Cleric of Nethys, Binders Tome, Bound Lantern Archon, Blessing of the Spellbound 3,
Displayed:
Deck: 13 Discard: 3 Buried: 3
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.
([x] Then you may draw a 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.

[x] You may recharge a spell to evade a barrier you encounter (☐ or to allow a character at your location to evade a barrier he encounters).

"

Edit: Confused shuffles Holy Water back into deck.

"

Alahazra wrote:

Hand: Fire Snake, Cleric of Nethys, Binders Tome, Bound Lantern Archon, Blessing of the Spellbound 3,
Displayed:
Deck: 13 Discard: 3 Buried: 3
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.
([x] Then you may draw a 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.

[x] You may recharge a spell to evade a barrier you encounter (☐ or to allow a character at your location to evade a barrier he encounters).

"


During This Adventure: A Night at Bloodthorne Manor
Story Banes | Scourges | Loot

  • The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
  • On your check, you may recharge # cards to add 1d4 and the Magic trait.
  • At the end of your turn, if your location has 7-# or fewer cards, you may examine the top card of your location.
  • #=4.

    During This Scenario: BM-1D: Unfinished Business
    STORY BANES:

  • Villain: None
  • Closing henchmen: Wight, Ancient Skeletons-Proxy A
  • Danger: Ancient Skeleton
    DURING THIS SCENARIO:
  • When you close your location, remove a Perils wildcard of your choice.
  • Deadly: When you suffer damage, it is increased by 1.
  • Wearisome: Each turn, you may use no more than 1 power that lets you explore.
    Holy Water:
    Holy Water
    Item 0

    Traits
    Liquid
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

    Powers
    When a local character encounters an Outsider or Undead bane, banish to let them evade it.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

    DURING RECOVERY
    If proficient, you may succeed at a Divine 6 check to recharge this card.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Dandasuka
    Monster 3

    Traits
    Outsider
    Rakshasa

    Check
    Combat
    11

    Powers
    Resistant to Attack. Vulnerable to Piercing.
    Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
    After the roll, if the check was not blessed, reroll 1 die showing the highest value.

    Monster 2
    Spoiler:
    Hippogriff Rider
    Monster 4

    Traits
    Trigger
    Human
    Ranger
    And
    Animal

    Check
    Combat
    18
    THEN
    Combat
    17
    OR
    Survival
    11

    Powers
    When examined, suffer 1 Ranged Combat damage.
    Before acting, suffer 1 Ranged Combat damage.
    If undefeated, a random character suffers 1d4+1 Ranged Combat damage.

    Monster 3
    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 4
    Spoiler:
    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.

    Monster 5
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    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.

    Barrier 2
    Spoiler:
    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.

    Barrier 3
    Spoiler:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Barrier 4
    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 5
    Spoiler:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

    Powers
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.

    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:
    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 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:
    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.

    Weapon 5
    Spoiler:
    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.

    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:
    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:
    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 4
    Spoiler:
    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.

    Spell 5
    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.

    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:
    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:
    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 5
    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.

    Random Items:
    Item 1
    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 2
    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 3
    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 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:
    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:
    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 3
    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.

    Ally 4
    Spoiler:
    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.

    Ally 5
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Paladin
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Blessing 2
    Spoiler:
    The Lost
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

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

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

    Blessing 3
    Spoiler:
    Norgorber’s Shadow
    Blessing 1

    Traits
    Deity: Norgorber
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Stealth
    5+#

    Powers
    WHEN THIS IS THE HOUR
    On your Stealth check or your check that invokes the Poison trait, add 1d4.

    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.

    Blessing 4
    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.

    Blessing 5
    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.

    Turn: 13 Flenta/Gimry

    Top of Blessing Discard Pile: The Avalanche - When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    Top Blessing:
    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 Remaining: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 14 Quinn)
    Spoiler:
    The First
    Blessing 3

    Traits
    Deity: Asmodeus
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you would fail a check, you may bury 1 card to reroll 1 die.

    On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
    Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.

    Blessings Deck Card 2 (Turn 15 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 3 (Turn 16 Radillo)
    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.

    Blessings Deck Card 4 (Turn 17 Alahazra)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 5 (Turn 18 Flenta)
    Spoiler:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

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

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

    Blessings Deck Card 6 (Turn 19 Quinn)
    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.

    Blessings Deck Card 7 (Turn 20 Valaros)
    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 8 (Turn 21 Radillo)
    Spoiler:
    The Owl
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

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

    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.

    Blessings Deck Card 9 (Turn 22 Alahazra)
    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 Flenta)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 11 (Turn 24 Quinn)
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Blessings Deck Card 12 (Turn 25 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 13 (Turn 26 Radillo)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 14 (Turn 27 Alahazra)
    Spoiler:
    Lady Despair
    Blessing 3

    Traits
    Deity: Urgathoa
    Divine

    Check
    Constitution
    Divine
    Fortitude
    8

    Powers
    WHEN THIS IS THE HOUR
    On your turn, if you would suffer a scourge, a random local character suffers it instead.

    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.

    Blessings Deck Card 15 (Turn 28 Flenta)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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

    Blessings Deck Card 16 (Turn 29 Quinn)
    Spoiler:
    The Lady Of Mysteries
    Blessing 3

    Traits
    Deity: Pharasma
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.

    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.

    Blessings Deck Card 17 (Turn 30 Valaros)
    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.

    Lair
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Lair Card 1:
    Traitor
    Monster 1

    Traits
    Human
    Spy
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, discard a random ally; the difficulty is increased by its level.

    Twisting Passages
    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

    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:0 Al:0 Bl:1 ?:1
    Located here: Rad, Quinn, Flenta, Val

    Dungeons Card 1 - Ancient Skeleton:
    Ancient Skeleton
    Story Bane Monster 1

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    11+##

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

    Dungeons Card 2:
    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.

    Dungeons Card 3:
    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.

    Dungeons Card 4:
    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.

    Dungeons Card 5:
    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 6:
    Flask Of Curses
    Barrier 2

    Traits
    Curse
    Trap
    Magic

    Check
    Intelligence
    Craft
    7
    OR
    Wisdom
    Perception
    8

    Powers
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.

    Cell
    Traits: Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M:2 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:2 Bl:1 ?:1

    Cell Card 1:
    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.

    Cell Card 2:
    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.

    Cell Card 3:
    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.

    Cell Card 4:
    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.

    Cell Card 5:
    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.

    Cell Card 6:
    Ancient Skeleton
    Story Bane Monster 1

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    11+##

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

    Cell Card 7:
    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.

    Cell Card 8:
    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.

    Cell Card 9:
    Red Mantis Initiate
    Monster 2

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    10+##
    OR
    Wisdom
    5+#

    Powers
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

    Cell Card 10:
    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.

    Crypt
    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:

    Spider Nest
    Traits: Underground, Wild
    At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
    When Closing: Summon and defeat the story bane Monstrous Spider.
    When Permanently Closed: No effect.
    M:2 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Al,

    Spider Nest Card 1 - Fireball Beads:
    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.

    Spider Nest Card 2 - Venomous Hand Crossbow:
    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.

    Spider Nest Card 3:
    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.

    Spider Nest Card 4:
    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.

    Spider Nest Card 5:
    Wight
    Story Bane Monster 1

    Traits
    Undead
    Wight
    Veteran

    Check
    Knowledge
    6+#
    OR
    Combat
    10+##

    Powers
    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage.
    If undefeated, suffer the scourge Drained.

    Spider Nest Card 6:
    Mammoth
    Monster 3

    Traits
    Animal

    Check
    Combat
    18
    OR
    Survival
    9

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


  • Flenta Deck Handler

    ========================
    Flenta starts her turn.
    Hour: The Avalanche
    Hour Power:When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    As I continue the search of the Dungeons, I run into Rad and Quinn who point out that they know where the Skeleton is. Grabbing my Earthbreaker, I begin to follow them when Al calls out that they've found a very intricate necklace. As they describe it to me, I immediately recognize the markings and my eyes light up.

    "Um. Rad, you got this, right? Quinn can help, but .. .uh... I think Al needs some help in the Spider Nest."

    Move to Spider Nest

    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.

    As I get to the nest, Al points out the necklace covered in spider webs.
    Auto Acquire Necklace from Power

    I quickly clean off the necklace, but as Al shows me the old crossbow, I just shake my head.

    "I never could get the hang of bows." I mention to Al.

    "

    Flenta wrote:

    Hand: Dwarven Earthbreaker +1, Enervation, Mountain Pattern Armor, Gem of Physical Prowess, Fireball Beads ( 2),

    Displayed:
    Deck: 13 Discard: 4 Buried: 0
    Current Location: Dungeon
    Hero Points: 9
    NOTES:
    Available Support: Enervation is available
    Other: Paizo reroll used for scenario BM-1D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Shizuru, The Rakshasa, Chain Lightning, Embiggen, Wand of Enervation, Whip of Centipedes, Death's Touch, Iomedae's Justice, Four-Mirror Armor, Shieldsplitter Lance, Shock Glaive +1, Frost Lance +2, Tripartite Spear +2
    Recharged:
    Discard Pile: The Queen Mother, Wand of Acid Burst, Fireball Beads, Legionnaire Chaplain,
    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: The First. WHEN THIS IS THE HOUR: When you would fail a check, you may bury 1 card to reroll 1 die.

    Tradition and ritual have their roots in the same belief system. Quinn dabs silver paint below his eyes, signifying his steeled nerves and sparkly disposition.

    Though even earnest intentions could use an occasional boost with strong drink.

    Display Silver War Paint. Move to Dungeons and encounter revealed skeleton henchman. Banish Liquid Courage to avoid BYA.

    Combat 21 (11+8+2) w/ rapier (recharging kukri), recharged snakebite blessing: 1d10 + 1d6 + 11 + 1d10 ⇒ (5) + (1) + 11 + (3) = 20 - using paizo reroll on d6

    Combat 21 (11+8+2) w/ rapier (recharging kukri), recharged snakebite blessing: 1d6 + 19 ⇒ (5) + 19 = 24 - defeated

    Fight another Ancient Skeleton to close. With Deadly, BYA combat damage is 2. BYA: Silver Paint reduces combat damage by 1, recharge humanbane rapier for other combat damage (per paint).

    Combat 21 (11+8+2) w/ reloaded rapier, recharged BoS: 1d10 + 1d6 + 12 + 3d8 ⇒ (7) + (3) + 12 + (3, 5, 5) = 35 - defeated, location closed

    Two burly skeletons - if there is such a thing in the absence of muscles - flank either side of the dungeon exit. Quinn draws one away with an alchemical flashbomb, then eliminates the remaining threat.

    When the other returns, a lunge and slash reduce it to white rubble.

    Heady with drink and victory, the investigator darts through the cleared egress before reinforcements appear.

    Hand is empty, so Silver War Paint is buried. Per location effect, each local character may draw a card. Wearisome scourge removed.

    Move to Cell. EOT examine: Lyrune-quah Truthspeaker (ally 4). Display armor, draw up.

    Quinn wrote:

    Hand: Djinn, The Publican 2, The Dance, Ambrosia, Blackjack's Rapier, Elixir of Focus, Twitch Tonic (Core), Jasan Adriel,

    Displayed: Armor of Insults,
    Deck: 12 Discard: 0 Buried: 1
    Hero Points: 6
    "NOTES:
    Available Support: Any item buries to add 1d8+2 vs. local barrier.
    Other: Healing available from Ambrosia."

    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 (upgraded), Lemore (upgraded)

    Dungeons is closed. Local characters may draw a card. Radillo's Frightened scourge is removed. Top card of Cell is Truthspeaker (ally 4). Wearisome scourge removed.


    During This Adventure: A Night at Bloodthorne Manor
    Story Banes | Scourges | Loot

  • The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
  • On your check, you may recharge # cards to add 1d4 and the Magic trait.
  • At the end of your turn, if your location has 7-# or fewer cards, you may examine the top card of your location.
  • #=4.

    During This Scenario: BM-1D: Unfinished Business
    STORY BANES:

  • Villain: None
  • Closing henchmen: Wight, Ancient Skeletons-Proxy A
  • Danger: Ancient Skeleton
    DURING THIS SCENARIO:
  • When you close your location, remove a Perils wildcard of your choice.
  • Deadly: When you suffer damage, it is increased by 1.
    Holy Water:
    Holy Water
    Item 0

    Traits
    Liquid
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

    Powers
    When a local character encounters an Outsider or Undead bane, banish to let them evade it.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

    DURING RECOVERY
    If proficient, you may succeed at a Divine 6 check to recharge this card.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Garden Guardian
    Monster 3

    Traits
    Outsider
    Plant

    Check
    Combat
    15

    Powers
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.

    Monster 2
    Spoiler:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

    Powers
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.

    Monster 3
    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.

    Monster 4
    Spoiler:
    Gray Maiden Footsoldier
    Monster 2

    Traits
    Human
    Fighter
    Gray Maiden
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
    If undefeated, a local character summons and encounters the danger.

    Monster 5
    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.

    Random Barriers:
    Barrier 1
    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.

    Barrier 2
    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 3
    Spoiler:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

    Powers
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.

    Barrier 4
    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.

    Barrier 5
    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.

    Random Weapons:
    Weapon 1
    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 2
    Spoiler:
    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.

    Weapon 3
    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 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:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

    Powers
    When you encounter a non- Incorporeal monster, banish to evade it.
    On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.

    Spell 2
    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:
    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 4
    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.

    Spell 5
    Spoiler:
    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.

    Random Armors:
    Armor 1
    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 2
    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 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:
    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.

    Armor 5
    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.

    Random Items:
    Item 1
    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 2
    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 3
    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 4
    Spoiler:
    Blue War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    4

    Powers
    Display. While displayed:
    • When you defeat a monster, after the encounter, you may discard a card to move.
    • When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Item 5
    Spoiler:
    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.

    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:
    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.

    Ally 3
    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 4
    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 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:
    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.

    Blessing 2
    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 3
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

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

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

    Blessing 4
    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 5
    Spoiler:
    The Gold-fisted
    Blessing 3

    Traits
    Deity: Abadar
    Divine

    Check
    Craft
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you acquire a boon, you may recharge a card.

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

    Turn: 15 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: 15
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 16 Radillo)
    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.

    Blessings Deck Card 2 (Turn 17 Alahazra)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 3 (Turn 18 Flenta)
    Spoiler:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

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

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

    Blessings Deck Card 4 (Turn 19 Quinn)
    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.

    Blessings Deck Card 5 (Turn 20 Valaros)
    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 6 (Turn 21 Radillo)
    Spoiler:
    The Owl
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

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

    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.

    Blessings Deck Card 7 (Turn 22 Alahazra)
    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 23 Flenta)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 9 (Turn 24 Quinn)
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Blessings Deck Card 10 (Turn 25 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 11 (Turn 26 Radillo)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 12 (Turn 27 Alahazra)
    Spoiler:
    Lady Despair
    Blessing 3

    Traits
    Deity: Urgathoa
    Divine

    Check
    Constitution
    Divine
    Fortitude
    8

    Powers
    WHEN THIS IS THE HOUR
    On your turn, if you would suffer a scourge, a random local character suffers it instead.

    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.

    Blessings Deck Card 13 (Turn 28 Flenta)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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

    Blessings Deck Card 14 (Turn 29 Quinn)
    Spoiler:
    The Lady Of Mysteries
    Blessing 3

    Traits
    Deity: Pharasma
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.

    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.

    Blessings Deck Card 15 (Turn 30 Valaros)
    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.

    Lair
    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

    Twisting Passages
    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

    Dungeons
    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, Val,

    Cell
    Traits: Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M:2 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:2 Bl:1 ?:1
    Located here: Quinn,

    Cell Card 1 - Lyrune-quah Truthspeaker:
    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.

    Cell Card 2:
    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.

    Cell Card 3:
    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.

    Cell Card 4:
    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.

    Cell Card 5:
    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.

    Cell Card 6:
    Ancient Skeleton
    Story Bane Monster 1

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    11+##

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

    Cell Card 7:
    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.

    Cell Card 8:
    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.

    Cell Card 9:
    Red Mantis Initiate
    Monster 2

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    10+##
    OR
    Wisdom
    5+#

    Powers
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

    Cell Card 10:
    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.

    Crypt
    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:

    Spider Nest
    Traits: Underground, Wild
    At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
    When Closing: Summon and defeat the story bane Monstrous Spider.
    When Permanently Closed: No effect.
    M:2 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
    Located here: Flenta, Al,

    Spider Nest Card 1 - Venomous Hand Crossbow:
    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.

    Spider Nest Card 2:
    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.

    Spider Nest Card 3:
    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.

    Spider Nest Card 4:
    Wight
    Story Bane Monster 1

    Traits
    Undead
    Wight
    Veteran

    Check
    Knowledge
    6+#
    OR
    Combat
    10+##

    Powers
    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage.
    If undefeated, suffer the scourge Drained.

    Spider Nest Card 5:
    Mammoth
    Monster 3

    Traits
    Animal

    Check
    Combat
    18
    OR
    Survival
    9

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


  • Deck Handler

    OFF-TURN ACTIONS: Quinns turn - didnt get to draw when location closed as I'm at the spider nest according to my last post. forgot to update my location in my end of turn post.
    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.

    Move: Move to Cells

    Explore: Lyrune-quah Truthspeaker
    reload spear
    Diplomacy 12: 1d6 + 1d6 + 4 ⇒ (4) + (4) + 4 = 12

    Discard Truthspeaker to explore
    Explore: Ash Giant
    discard longsword, discard winged serpent to bless. Harrow played, healing a card
    Valeros is healed for 1: (Longsword +2). Deck shuffled.
    Combat 22: 1d10 + 5 + 1d8 + 2 + 1d6 + 1d10 ⇒ (2) + 5 + (5) + 2 + (6) + (1) = 21 Ouch. Using my reroll on that 1....
    Combat 22: 2 + 5 + 5 + 2 + 6 + 1d10 ⇒ 2 + 5 + 5 + 2 + 6 + (8) = 28

    End of Turn Actions: Recharge Truthspeaker

    Valeros wrote:

    Hand: Belt of Physical Might (Curse), Frost Lance +2, Hat of Glamour, Spirit Sword, Surgeon,

    Displayed:
    Deck: 16 Discard: 1 Buried: 1
    Current Location: Cells
    Hero Points Available: 4/4
    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 (3 available).
    Other: I can avenge by discarding. 0 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Retriever, Blessing of Shizuru, Longsword +2, Tripartite Spear +2, Staff of Minor Healing (Core), Evangelist, Blessing of Angradd, Breakaway Spear, Greatclub, Blessing of Abadar, Soldier (Core), Holy Water, Viking Shieldmaster, Magic Full Plate (Core), Fortified Breastplate
    Recharged: Lyrune-quah Truthspeaker,
    Discard Pile: The Winged Serpent (harrow),
    Buried Pile: Mountain Pattern Armor,

    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: A Night at Bloodthorne Manor
    Story Banes | Scourges | Loot

  • The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
  • On your check, you may recharge # cards to add 1d4 and the Magic trait.
  • At the end of your turn, if your location has 7-# or fewer cards, you may examine the top card of your location.
  • #=4.

    During This Scenario: BM-1D: Unfinished Business
    STORY BANES:

  • Villain: None
  • Closing henchmen: Wight, Ancient Skeletons-Proxy A
  • Danger: Ancient Skeleton
    DURING THIS SCENARIO:
  • When you close your location, remove a Perils wildcard of your choice.
  • Deadly: When you suffer damage, it is increased by 1.
    Holy Water:
    Holy Water
    Item 0

    Traits
    Liquid
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

    Powers
    When a local character encounters an Outsider or Undead bane, banish to let them evade it.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

    DURING RECOVERY
    If proficient, you may succeed at a Divine 6 check to recharge this card.

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

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    Ogre
    Monster 0

    Traits
    Giant
    Ogre
    Veteran

    Check
    Combat
    12+##

    Powers
    Before acting, each local character suffers 1 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:
    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.

    Monster 5
    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.

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    Stinging Wasps
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Dexterity
    Acrobatics
    Perception
    11
    OR
    Disable
    9

    Powers
    If undefeated, mark your 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 3
    Spoiler:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

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

    Barrier 4
    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 5
    Spoiler:
    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.

    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:
    Blackjack’s Rapier
    Weapon 4

    Traits
    Loot
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    Blackjack

    Check
    Strength
    Acrobatics
    Melee
    13

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.

    Weapon 3
    Spoiler:
    Limning Starknife
    Weapon 4

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Respect
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    13

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
    On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
    After playing this weapon on a check, powers that reroll dice may be ignored.

    Weapon 4
    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 5
    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.

    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:
    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 3
    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 4
    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.

    Spell 5
    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.

    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:
    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 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:
    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 5
    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.

    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 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.

    Item 3
    Spoiler:
    Blue War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    4

    Powers
    Display. While displayed:
    • When you defeat a monster, after the encounter, you may discard a card to move.
    • When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Item 4
    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 5
    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.

    Random Allies:
    Ally 1Ally 2
    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 3
    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.

    Ally 4
    Spoiler:
    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.

    Ally 5
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Crows
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Stealth
    4+#

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

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

    Blessing 2
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Blessing 3
    Spoiler:
    The Prince Of Pain
    Blessing 3

    Traits
    Deity: Zon-kuthon
    Divine

    Check
    Constitution
    Divine
    Fortitude
    8

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a card, you may draw a card; if you do, discard the top card of your deck.

    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.

    Blessing 4
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessing 5
    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.

    Turn: 16 Radillo/WilderRedbeard

    Top of Blessing Discard Pile: The Wanderer - When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.

    Top Blessing:
    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.


    Blessings Remaining: 14
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 17 Alahazra)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 2 (Turn 18 Flenta)
    Spoiler:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

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

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

    Blessings Deck Card 3 (Turn 19 Quinn)
    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.

    Blessings Deck Card 4 (Turn 20 Valaros)
    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 5 (Turn 21 Radillo)
    Spoiler:
    The Owl
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

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

    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.

    Blessings Deck Card 6 (Turn 22 Alahazra)
    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 7 (Turn 23 Flenta)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 8 (Turn 24 Quinn)
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Blessings Deck Card 9 (Turn 25 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 10 (Turn 26 Radillo)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 11 (Turn 27 Alahazra)
    Spoiler:
    Lady Despair
    Blessing 3

    Traits
    Deity: Urgathoa
    Divine

    Check
    Constitution
    Divine
    Fortitude
    8

    Powers
    WHEN THIS IS THE HOUR
    On your turn, if you would suffer a scourge, a random local character suffers it instead.

    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.

    Blessings Deck Card 12 (Turn 28 Flenta)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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

    Blessings Deck Card 13 (Turn 29 Quinn)
    Spoiler:
    The Lady Of Mysteries
    Blessing 3

    Traits
    Deity: Pharasma
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.

    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.

    Blessings Deck Card 14 (Turn 30 Valaros)
    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.

    Lair
    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

    Twisting Passages
    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

    Dungeons
    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,

    Cell
    Traits: Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M:1 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1
    Located here: Val, Quinn,

    Cell Card 1:
    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.

    Cell Card 2:
    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.

    Cell Card 3:
    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.

    Cell Card 4:
    Ancient Skeleton
    Story Bane Monster 1

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    11+##

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

    Cell Card 5:
    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.

    Cell Card 6:
    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.

    Cell Card 7:
    Red Mantis Initiate
    Monster 2

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    10+##
    OR
    Wisdom
    5+#

    Powers
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

    Cell Card 8:
    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.

    Crypt
    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:

    Spider Nest
    Traits: Underground, Wild
    At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
    When Closing: Summon and defeat the story bane Monstrous Spider.
    When Permanently Closed: No effect.
    M:2 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
    Located here: Flenta, Al,

    Spider Nest Card 1 - Venomous Hand Crossbow:
    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.

    Spider Nest Card 2:
    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.

    Spider Nest Card 3:
    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.

    Spider Nest Card 4:
    Wight
    Story Bane Monster 1

    Traits
    Undead
    Wight
    Veteran

    Check
    Knowledge
    6+#
    OR
    Combat
    10+##

    Powers
    Immune to Mental and Poison.
    Before acting, suffer 1 Cold damage.
    If undefeated, suffer the scourge Drained.

    Spider Nest Card 5:
    Mammoth
    Monster 3

    Traits
    Animal

    Check
    Combat
    18
    OR
    Survival
    9

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


  • Radillo's Deck Manager

    Off turn: During Quinn's turn, Dungeon closed so Rad's Frightened scourge is removed, she draws a card: Salvator Scream, and moves to Cell.

    Start of turn: The hour of The Wanderer
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    Remain at Cell

    Quinn's valiant handling of the skeletons in the dungeon inspires Radillo. She's slightly embarrassed at her cowardice but rallies based on the heroic actions of the group. She follows Quinn to the cells to find the missing children.

    Free explore:

    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.

    Auto-fail check to acquire & banish.

    Discard Korvosan House Drake to explore and recharge Cleric of Nethys.

    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.

    Display Embiggen. Draw Cleric of Nethys from bottom of deck.
    Dexterity 11: 1d12 ⇒ 4 failed, banish

    A set of armor and a finely crafted dagger sit atop a pile of the prisoner's confiscated goods. Rad ignores them and trusts in the power of her library of arcane spells.

    Discard Cleric of Nethys, recharge Korvosan House Drake, examine top 2 cards and encounter 1: Zon Kuthon's Pain (Blessing 1) and Ancient Skeleton (Story Bane Monster 1). Encounter:

    Ancient Skeleton:
    Story Bane Monster 1
    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    11+##

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

    Recharge Channel the Gift. Place Death's Touch in recovery and draw Channel the Gift from bottom of deck. Acadamae Scholar adds 1.
    Combat 11+##=19: 1d12 + 7 + 3d10 + 4 ⇒ (9) + 7 + (8, 7, 10) + 4 = 45 defeated
    Bury Acadamae Scholar to close Cell
    Draw new Ally: Eries Yelloweyes (Ally 2).
    Move to Spider Nest.

    Approached by a skeleton, Radillo calmly reaches out an power-infused hand and carresses the animated bones back to their eternal rest.

    Discard Salvator Scream to draw top card of hourglass: Pharasma's Knowing (Blessing 1)
    End turn and attempt recovery of spells:
    Death's Touch - Arcane 13: 1d10 + 7 ⇒ (3) + 7 = 10 discard
    Embiggen - Arcane 10: 1d12 + 7 ⇒ (4) + 7 = 11 recharge
    Reset hand.

    Radillo wrote:

    Hand: Fire Snake, Channel the Gift, Ice Chemist, Blessing of Pharasma, The Foreign Trader, Pharasma's Knowing (acquired), Eries Yelloweyes (acquired),

    Displayed:
    Deck: 7 Discard: 9 Buried: 1
    Current Location: Spider Nest
    Hero Points: 9
    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 BM-1C?: Y

    At the start of Alahazra's turn, banish Channel the Gift to recovery to draw Embiggen.

    Radillo wrote:

    Hand: Fire Snake, Embiggen, Ice Chemist, Blessing of Pharasma, The Foreign Trader, Pharasma's Knowing (acquired), Eries Yelloweyes (acquired),

    Displayed:
    Deck: 6 Discard: 9 Buried: 1
    Current Location: Spider Nest
    Hero Points: 9
    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 BM-1C?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cloudburst, Twisted Space
    Recharged: Chain Lightning, Blessing of the Qi Zhong, Bound Imp, Korvosan House Drake (acquired),
    Discard Pile: The Eclipse (Harrow), Binder's Tome, Enervation, Pyrotechnic Blast, Spellbook, Create Mindscape, Cleric of Nethys, Salvator Scream, Death's Touch,
    Buried Pile: Acadamae Scholar,

    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.
    [X] When another character at your location ( ☐ or at any location) fails to acquire a boon, you may banish a card to put that boon in your discard pile.

    Scarab Sages

    Deck Handler Oracle

    Turn 17 Pharasma's Knowing
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    SoT: Examine top two of Spider Nest (Venomous Crossbow, Jasan Adriel)

    Free Explore: Venomous Crossbow (autofail, discarded)

    Discard Blessing of the spellbound to explore again.

    Explore 2: Jasan Adriel (Charisma 11)

    Reveal Tome to add 1d4

    Charisma 11: 1d12 + 3 + 1d4 ⇒ (1) + 3 + (3) = 7 -> Use shirt reroll on the 1: 1d12 ⇒ 2 -> Failed, discarded.

    Discard Cleric of Nethys to examine the next 3 cards (Rajambari, Wight, Mammoth)

    Resort and encounter Wight.
    BYA: Take 1(+1) cold damage. Discard Fire Snake and Bound Lantern Archon

    lip top card for fire bolt. (Holy Water 4, discarded)
    Reveal Tome for 1d4. Hour gives 1d6. Play Holy Water to add 2d6.

    Combat 18: 1d12 + 5 + 2d4 + 1d4 + 1d6 + 2d6 ⇒ (12) + 5 + (3, 4) + (4) + (5) + (3, 2) = 38 -> Wight defeated.

    Encounter Monstrous Spider to close (Combat 18)
    BYA: Strength 7, Autofail, (suffer entangled)

    Flip top card for fire bolt (Acid Rain, +4, recharged)

    Reveal tome for 1d4
    Ask for Radillo's blessing to add a die.

    Combat 18: 1d12 + 5 + 2d4 + 4 + 1d4 + 1d12 ⇒ (6) + 5 + (4, 2) + 4 + (1) + (3) = 25 -> Defeated, Spider cave closed.

    Party wins!


    DEVELOPMENT:
    At last, the light fades from the risen bones, and they clatter to the broken ground. The floorboards snap back into place as if they had never opened into the mass grave below. When the house falls silent at last, the door at the back of the room opens, revealing four children: three frightened and dirty; the fourth bathed in golden light. The three living children stumble out, elated to see familiar faces. The townsfolk of Tragen weep with relief.

    The glowing child smiles sadly. He silently gestures to the spot from which the horde of skeletons arose. Words in childish handwriting appear on the ground. “Stay safe. Don’t forget what the bad people did.”

    When you ask the child what happened here, he eagerly responds by covering the floor in many more scrawled words.

    Quill and parchment in hand, you transcribe the story of this ill-fated manor.

    SCENARIO REWARD:

  • Each character draws a new ally or item.
  • Adventure Card Society characters may choose a bonus deck upgrade.

    ADVENTURE REWARD:

  • Choose one of your characters. That character gains the power "When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location."

    ACQUIRED CARDS:
    Spell 4 Death’s Touch
    Spell 2 Twisted Space
    Item 4 Fireball Beads
    Ally 2 Eries Yelloweyes
    Ally 2 Korvosan House Drake
    Ally 4 Lyrune-quah Truthspeaker
    Blessing 1 The Snakebite


  • ACQUIRED CARDS (updated):
    Spell 4 Death’s Touch
    Spell 2 Twisted Space
    Item 4 Blackjack’s Gear
    Item 4 Bottled Lightning
    Item 2 Circlet Of Mental Acuity
    Item 3 Fate-reader Lenses
    Item 4 Fireball Beads
    Item 2 Ring Of Evasion
    Ally 2 Eries Yelloweyes
    Ally 2 Korvosan House Drake
    Ally 4 Lyrune-quah Truthspeaker
    Blessing 1 The Snakebite


    Adventure 5: Echoes of Death

  • Build the Vault: Start with all level 0, 1, 2, 3, 4, and 5 cards from the Core Set and the Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, and 2 non-Veteran banes and you may remove any Level 0, 1, and 2 non-Veteran, non-blessing boons.

    6-5A: Searching for Clues
    The rakshasa patriarch Lupescinov is dead, but you’re no closer to finding out exactly what he knew about the Whispering Tyrant’s plans. He cackled at you as he died, saying that the city of Ardis would now fall to the Tyrant’s minions. How could he say that with such certainty? More importantly, how can you stop that from happening? There must be evidence somewhere in this estate that will reveal exactly what the rakshasas were planning, but it will not be easy to find. Whatever he was, Lupescinov was no fool. He surely used considerable tools to guard his precious secrets, even after his own death.

    The old wooden floors groan and creak in protest beneath your feet as you carefully travel the darkened passageways of the grand mansion. As you search through chamber after chamber, it becomes clearer that Lupescinov had been hiding not only his intentions for Ardis, but also the twisted desires and tendencies shared by many rakshasas. While most of the estate could pass for the residence of any minor lord, hidden doors open upon lavish pleasure dens, caches of horrific weapons and magic artifacts, and grisly torture chambers. Many of these hidden areas are guarded by spells, physical traps, and well-trained guard animals.

    After searching every room multiple times, you find yourself once again in the patriarch’s personal study. A large and menacing statue of a crocodile stares at you from a corner. But something else catches your eye this time. One of the crocodile’s eyes is missing, and in its place is an indent just the right size for the one of the opulent rings around the rakshasa’s fingers. You fetch the ring from his body and place it in the indentation. The wall slides back, revealing a spiral staircase heading downwards. At the same moment, the menacing statue rumbles and gnashes its gigantic stone jaws at you, blocking the newly revealed stairway. If you want to go downstairs, you’ll need to get through this cursed beast first!

    LOCATIONS:
    1-Base
    1-Office
    1-Spider Nest
    1-Twisting Passages
    2-Cave
    3-Pits
    4-Dungeons
    5-Oubliette
    6-Lair

    SETUP:

  • Before building the locations, search the vault for the monster Kazavon's Iron Golem and set it aside. After building locations, reload it into the Office.
  • All characters start at the the Office.

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose a new barrier.
  • Villain: None
  • Closing Henchmen: Evidences-Proxy A.

    DURING THIS SCENARIO:

  • At the start of your turn, examine the top card of your location. If it is a bane, encounter it and you may not evade your encounter. If it is a boon, you may recharge it into its location.
  • Characters may not move from the Office until it is closed, then must all move to the Twisting Passages.


  • During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
    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: 6-5A: Searching for Clues

  • Harrow suit: Keys
    SETUP:
  • Before building the locations, search the vault for the monster Kazavon's Iron Golem and set it aside. After building locations, reload it into the Office.
  • All characters start at the the Office.

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose a new barrier.
  • Villain: None
  • Closing Henchmen: Evidences-Proxy A.

    DURING THIS SCENARIO:

  • At the start of your turn, examine the top card of your location. If it is a bane, encounter it and you may not evade your encounter. If it is a boon, you may recharge it into its location.
  • Characters may not move from the Office until it is closed, then must all move to the Twisting Passages.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

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

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

    Monster 2
    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 3
    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 4
    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.

    Monster 5
    Spoiler:
    Garden Guardian
    Monster 3

    Traits
    Outsider
    Plant

    Check
    Combat
    15

    Powers
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.

    Random Barriers:
    Barrier 1
    Spoiler:
    Cursed Statue
    Barrier 5

    Traits
    Trigger
    Curse

    Check
    Wisdom
    Disable
    Perception
    10

    Powers
    When examined, suffer the scourges Dazed, Drained, and Entangled.
    If undefeated, suffer the scourges Dazed, Drained, and Entangled.

    Barrier 2
    Spoiler:
    Assassination Squad
    Barrier 3

    Traits
    Trigger
    Skirmish
    Red Mantis

    Check
    None
    0

    Powers
    When examined, you may move to this location and encounter this barrier.
    When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.

    Barrier 3
    Spoiler:
    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.

    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:
    Ambush
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    Wisdom
    Perception
    Stealth
    8+#

    Powers
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.

    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:
    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 3
    Spoiler:
    Limning Starknife
    Weapon 4

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Respect
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    13

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
    On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
    After playing this weapon on a check, powers that reroll dice may be ignored.

    Weapon 4
    Spoiler:
    Horrorbane Heavy Pick
    Weapon 5

    Traits
    Pick
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
    If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.

    Weapon 5
    Spoiler:
    Deathbane Throwing Axe
    Weapon 5

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    13

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
    If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
    You may use this power even if you have previously revealed this card on this check.

    Random Spells:
    Spell 1
    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 2
    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 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:
    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 5
    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.

    Random Armors:
    Armor 1
    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 2
    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 3
    Spoiler:
    Stone-shard Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    14

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.
    • If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

    Armor 4
    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 5
    Spoiler:
    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.

    Random Items:
    Item 1
    Spoiler:
    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.

    Item 2
    Spoiler:
    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.

    Item 3
    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 4
    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 5
    Spoiler:
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Pegg And Louie
    Ally 5

    Traits
    Undead
    Ghost

    Check
    Wisdom
    Survival
    13
    OR
    Suffer The Scourge Frightened
    0

    Powers
    When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
    Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.

    Ally 2
    Spoiler:
    Lyrune-quah Moon Maiden
    Ally 5

    Traits
    Loot
    Human
    Barbarian
    Respect

    Check
    Charisma
    Diplomacy
    11
    OR
    Summon And Defeat A Monster
    0

    Powers
    Display. While displayed:
    • On all combat and Fortitude 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 combat and Fortitude checks, add 3.

    Ally 3
    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.

    Ally 4
    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 5
    Spoiler:
    Aerilaya
    Ally 5

    Traits
    Undead
    Banshee
    Barbarian

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury A Weapon
    0

    Powers
    Display. While displayed:
    • On local combat or Constitution checks, add 1d6.
    • At the end of the turn, banish.
    Bury to explore; you may bury a weapon to reload instead.

    Random Blessings:
    Blessing 1
    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 2
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessing 3
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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

    Blessing 4
    Spoiler:
    Lady Luck
    Blessing 3

    Traits
    Deity: Desna
    Divine

    Check
    Wisdom
    Divine
    Perception
    8

    Powers
    WHEN THIS IS THE HOUR
    When you play a blessing, you may give a card to any character.

    On any check, freely discard to reroll.
    Discard to move, then explore.

    Blessing 5
    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.

    Turn: 1 Flenta/Gimry

    Top of Blessing Discard Pile: The Foreign Trader - When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    Top Blessing:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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


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

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

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

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

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

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 3 (Turn 4 Radillo)
    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 4 (Turn 5 Alahazra)
    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 6 Flenta)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 6 (Turn 7 Quinn)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 7 (Turn 8 Valaros)
    Spoiler:
    The Lady Of Mysteries
    Blessing 3

    Traits
    Deity: Pharasma
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.

    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.

    Blessings Deck Card 8 (Turn 9 Radillo)
    Spoiler:
    The Savored Sting
    Blessing 3

    Traits
    Deity: Calistria
    Divine

    Check
    Charisma
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your checks while you avenge, bless.

    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.

    Blessings Deck Card 9 (Turn 10 Alahazra)
    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.

    Blessings Deck Card 10 (Turn 11 Flenta)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 11 (Turn 12 Quinn)
    Spoiler:
    The Fiend
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer a scourge on your turn, each local character suffers it.

    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.

    Blessings Deck Card 12 (Turn 13 Valaros)
    Spoiler:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Blessings Deck Card 13 (Turn 14 Radillo)
    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 15 Alahazra)
    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 16 Flenta)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

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

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

    Blessings Deck Card 16 (Turn 17 Quinn)
    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.

    Blessings Deck Card 17 (Turn 18 Valaros)
    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.

    Blessings Deck Card 18 (Turn 19 Radillo)
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 19 (Turn 20 Alahazra)
    Spoiler:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

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

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

    Blessings Deck Card 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:
    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 22 (Turn 23 Valaros)
    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.

    Blessings Deck Card 23 (Turn 24 Radillo)
    Spoiler:
    Blackfingers
    Blessing 3

    Traits
    Deity: Norgorber
    Divine

    Check
    Craft
    Divine
    Stealth
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check that invokes the Alchemical or Poison trait, add 1d4.

    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.

    Blessings Deck Card 24 (Turn 25 Alahazra)
    Spoiler:
    The Prince Of Pain
    Blessing 3

    Traits
    Deity: Zon-kuthon
    Divine

    Check
    Constitution
    Divine
    Fortitude
    8

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a card, you may draw a card; if you do, discard the top card of your deck.

    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.

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

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, add 1 for each type of boon played.

    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.

    Blessings Deck Card 26 (Turn 27 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 27 (Turn 28 Valaros)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 28 (Turn 29 Radillo)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check to close or to guard, add 1d4.

    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Blessings Deck Card 29 (Turn 30 Alahazra)
    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.

    Office
    Traits: Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M:1 Ba:3 W:1 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:1
    Located here: Flenta, Quinn, Val, Rad, Al

    Office Card 1 - Kazavon’s Iron Golem:
    Kazavon’s Iron Golem
    Monster 5

    Traits
    Construct
    Golem
    Veteran

    Check
    Combat
    19+#

    Powers
    Immune to Attack, Mental, and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.

    Office Card 2:
    Blue War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    4

    Powers
    Display. While displayed:
    • When you defeat a monster, after the encounter, you may discard a card to move.
    • When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Office Card 3:
    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.

    Office Card 4:
    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.

    Office Card 5:
    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.

    Office Card 6:
    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.

    Office Card 7:
    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.

    Office Card 8:
    Speed Battleaxe
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.

    Office Card 9:
    Breath Of Life
    Spell 5

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    13

    Powers
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.

    Office Card 10:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Office Card 11:
    Curse Of The Worm
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Knowledge
    14
    OR
    Wisdom
    Divine
    12

    Powers
    If undefeated, display this barrier.
    While displayed:
    • At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
    • When a power would remove 1 of your scourges, you may instead banish this barrier.

    Spider Nest
    Traits: Underground, Wild
    At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
    When Closing: Summon and defeat the story bane Monstrous Spider.
    When Permanently Closed: No effect.
    M:5 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

    Spider Nest Card 1:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Spider Nest Card 2:
    Wyvern
    Monster 4

    Traits
    Dragon

    Check
    Combat
    18
    OR
    Survival
    12

    Powers
    Damage suffered from this monster may not be reduced.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.

    Spider Nest Card 3:
    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.

    Spider Nest Card 4:
    Andachi
    Ally 5

    Traits
    Undead
    Ghost
    Aristocrat

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury A Divine Boon
    0

    Powers
    Display. While displayed:
    • On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
    • At the end of the turn, banish.
    Bury to explore; you may bury a Divine boon to reload instead.

    Spider Nest Card 5:
    Baykok
    Monster 5

    Traits
    Trigger
    Undead

    Check
    Combat
    21

    Powers
    When examined, suffer 1d6 Force damage.
    Immune to Mental and Poison.
    Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
    If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.

    Spider Nest Card 6:
    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.

    Spider Nest Card 7:
    Banudor
    Weapon 5

    Traits
    Hammer
    Melee
    Bludgeoning
    Fire
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local Craft or Disable check, reload to add 1d8.

    Spider Nest Card 8:
    Ash Giant Zombie
    Monster 5

    Traits
    Undead
    Zombie

    Check
    Combat
    24

    Powers
    Immune to Cold, Electricity, Force, Mental, and 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.

    Spider Nest Card 9:
    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.

    Spider Nest Card 10:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

    Powers
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

    Twisting Passages
    Traits: Underground, Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M:3 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1

    Twisting Passages Card 1:
    Scabbard Of Keen Edges
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Craft
    12

    Powers
    On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.

    Twisting Passages Card 2:
    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.

    Twisting Passages Card 3:
    Stinging Wasps
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Dexterity
    Acrobatics
    Perception
    11
    OR
    Disable
    9

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

    Twisting Passages Card 4:
    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.

    Twisting Passages Card 5:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Charisma check, you may use your Intelligence die instead of the normal die.

    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.

    Twisting Passages Card 6:
    Risibeth
    Ally 5

    Traits
    Undead
    Sayona
    Soldier

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury An Ally
    0

    Powers
    Display. While displayed:
    • On local combat and Charisma checks, you may reroll a die.
    • At the end of the turn, bury.
    Banish to explore.

    DURING RECOVERY
    You may discard the bottom card of your deck to reload this card.

    Twisting Passages Card 7:
    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.

    Twisting Passages Card 8:
    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.

    Twisting Passages Card 9:
    Banshee
    Monster 5

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    21

    Powers
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, discard them from the top of your deck.

    Twisting Passages Card 10:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Cave
    Traits: Underground, Wild
    At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M:3 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1

    Cave Card 1:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Cave Card 2:
    Wyvern Poison
    Item 5

    Traits
    Liquid
    Alchemical
    Poison

    Check
    Intelligence
    Craft
    12

    Powers
    Display. While displayed:
    • On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Cave Card 3:
    Shining Child
    Monster 5

    Traits
    Outsider
    Fire

    Check
    Combat
    20

    Powers
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.

    Cave Card 4:
    Mantle Of Life
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    13

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.
    • On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

    Cave Card 5:
    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.

    Cave Card 6:
    Silver War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    5

    Powers
    Display. While displayed:
    • When you suffer Combat damage, reduce it by 1.
    • When you would discard cards as Combat damage, you may recharge them instead.
    • 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.

    Cave Card 7:
    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.

    Cave Card 8:
    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.

    Cave Card 9:
    Obsession Of Servitude
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

    Powers
    If undefeated, display this barrier.
    While displayed:
    • At the start of your turn, move to a random location.
    • Evade boons you encounter.
    • You may not play boons except during encounters with banes.
    • When a power would remove 1 of your scourges, you may instead banish this barrier.

    Cave Card 10:
    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.

    Pits
    Traits: Underground, Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M:1 Ba:2 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1

    Pits Card 1:
    Blackjack’s Rapier
    Weapon 4

    Traits
    Loot
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    Blackjack

    Check
    Strength
    Acrobatics
    Melee
    13

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.

    Pits Card 2:
    Restoration
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

    Powers
    Banish to let a local character draw 2 cards. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.

    Pits Card 3:
    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.

    Pits Card 4:
    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.

    Pits Card 5:
    Brooch Of Protection
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Fortitude
    10

    Powers
    Display. While displayed:
    • When you suffer Combat or Force damage, reduce it by 1.
    • When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
    • When this card has 6 markers, bury it.

    Pits Card 6:
    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.

    Pits Card 7:
    Raccoon
    Ally 3

    Traits
    Animal

    Check
    Wisdom
    Survival
    12

    Powers
    On a local Dexterity non-combat or Disable check, recharge to add 1d8.
    Discard to explore. If you encounter a barrier, you may evade it and explore.

    Pits Card 8:
    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.

    Pits Card 9:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Pits Card 10:
    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.

    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 ?:1

    Dungeons Card 1:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Dungeons Card 2:
    Keen Spiked Chain
    Weapon 5

    Traits
    Chain
    Melee
    Piercing
    Finesse
    2-handed
    Magic

    Check
    Strength
    Acrobatics
    Melee
    15

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Dungeons Card 3:
    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.

    Dungeons Card 4:
    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.

    Dungeons Card 5:
    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.

    Dungeons Card 6:
    Soul Mistress
    Monster 5

    Traits
    Outsider
    Hag

    Check
    Combat
    21

    Powers
    Immune to Cold and Fire. Resistant to Attack.
    When you discard cards as damage, you must first choose items.
    If undefeated, suffer the scourge Plagued.

    Dungeons Card 7:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

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

    Dungeons Card 8:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Dungeons Card 9:
    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.

    Dungeons Card 10:
    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.

    Oubliette
    Traits: Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M:3 Ba:2 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1

    Oubliette Card 1:
    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.

    Oubliette Card 2:
    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.

    Oubliette Card 3:
    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.

    Oubliette Card 4:
    Obsession Of Battle
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

    Powers
    If undefeated, display this barrier.
    While displayed:
    • When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
    • When a power would remove 1 of your scourges, you may instead banish this barrier.

    Oubliette Card 5:
    Mammoth
    Monster 3

    Traits
    Animal

    Check
    Combat
    18
    OR
    Survival
    9

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

    Oubliette Card 6:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Oubliette Card 7:
    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.

    Oubliette 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.

    Oubliette Card 9:
    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.

    Oubliette Card 10:
    Warning Bells
    Barrier 5

    Traits
    Trigger
    Curse
    Undead

    Check
    Constitution
    Fortitude
    13
    OR
    Intelligence
    Perception
    15

    Powers
    When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
    If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.

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

    No Location Card 1:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

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

    No Location 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.

    No Location 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.

    No Location Card 4:
    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 5:
    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 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

  • Scarab Sages

    Deck Handler Oracle

    Start at the Office.

    "

    Alahazra wrote:

    Hand: Fire Snake, Fly, Bound Elemental, Blessing of the Spellbound 1, Create Mindscape, Binders Tome,
    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 10
    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.
    ([x] Then you may draw a 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.

    [x] You may recharge a spell to evade a barrier you encounter (☐ or to allow a character at your location to evade a barrier he encounters).

    "


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

    Starting at Office with everyone.

    Quinn wrote:

    Hand: The Dance, Elixir of Focus, Jasan Adriel, Cerulean Mastermind, Ambrosia, B of Sages, The Carnival, Blackjack's Rapier,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 7
    "NOTES:
    Available Support: Any item buries to add 1d8+3 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 (upgraded), Lemore (upgraded)


    Flenta Deck Handler

    Party at the office!

    "

    Flenta wrote:

    Hand: Tripartite Spear +2, Embiggen, Whip of Centipedes, Wand of Enervation, Iomedae's Justice,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Current Location: Office
    Hero Points: 9
    NOTES:
    Available Support: Embiggen/Enervation are available.
    Other: Paizo reroll used for scenario 6-5A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Frost Lance +2, The Rakshasa, Mountain Pattern Armor, Blessing of Shizuru, Shieldsplitter Lance, Legionnaire Chaplain, Death's Touch, Gem of Physical Prowess, Four-Mirror Armor, Chain Lightning, Shock Glaive +1, Dwarven Earthbreaker +1, Enervation, Belt of Charging, 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.

    "


    Deck Handler

    Office Party!!!

    "

    Valeros wrote:

    Hand: Spirit Sword, Angelic Armor (Loot), Longsword +2, Breakaway Spear, Retriever,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Current Location: Office
    Hero Points Available: 4/4
    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. 0 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Shizuru, Tripartite Spear +2, Magic Full Plate (Core), Frost Lance +2, Evangelist, Blessing of Abadar, Fortified Breastplate, Greatclub, Soldier (Core), Belt of Physical Might (Curse), Surgeon, Blessing of Angradd, Viking Shieldmaster, Hat of Glamour, Staff of Minor Healing (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.)

    "


    Radillo's Deck Manager

    At the office. Embiggen is available for whoever would like to use it (I'm looking at you, person that is taking on the Iron Golem...)

    Radillo wrote:

    Hand: Cloudburst, Embiggen, Chain Lightning, Ice Chemist, Cleric of Nethys, The Foreign Trader, Blessing of the Qi Zhong,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Current Location: Office
    Hero Points: 9
    NOTES:
    Available Support: Blessing available. Embiggen 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 5A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Binder's Tome, Enervation, Fire Snake, Wand of Enervation, Bound Imp, Channel the Gift, Twisted Space, Spellbook, The Eclipse (Harrow), Blessing of Pharasma, Death's Touch, Salvator Scream, Acadamae Scholar, Create Mindscape, Pyrotechnic Blast
    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.
    [X] When another character at your location ( ☐ or at any location) fails to acquire a boon, you may banish a card to put that boon in your discard pile.


    Flenta Deck Handler

    As we all chase the Golem down the stairs, I grab my Spear and charge it!

    Kazavon’s Iron Golem:

    Monster 5
    Traits
    Construct
    Golem
    Veteran

    Check
    Combat
    19+#

    Powers
    Immune to Attack, Mental, and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.

    Before I attack, I grab my wand and cast enervation on the golem!

    Enervate: 2d4 ⇒ (4, 2) = 6

    Combat 18(19+5-6): 1d10 + 4 + 1d8 + 2 + 1d8 + 1d6 + 5 ⇒ (5) + 4 + (8) + 2 + (8) + (3) + 5 = 35

    Roll Details:

    Combat - 1d10+4
    Tripartite Spear +2 - 1d8+2
    Recharge - 1d8
    Val's Aid - 1d6
    Spell Power - 5

    With the Golem out of the way, I turn to Quinn to lead up down to the office.

    "

    Flenta wrote:

    Hand: Shock Glaive +1, Frost Lance +2, Embiggen, Death's Touch, Iomedae's Justice,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Current Location: The Office
    Hero Points: 9
    NOTES:
    Available Support: EMbiggen is available
    Other: Paizo reroll used for scenario 6-5A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dwarven Earthbreaker +1, Mountain Pattern Armor, Fireball Beads, Shieldsplitter Lance, Belt of Charging, Four-Mirror Armor, Gem of Physical Prowess, Legionnaire Chaplain, Enervation, Chain Lightning, The Rakshasa, Blessing of Shizuru
    Recharged: Whip of Centipedes, Tripartite Spear +2, Wand of Enervation,
    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: The Liar. WHEN THIS IS THE HOUR: At the start of your check, the difficulty is increased by the number of allies in your hand.

    SOT examine of office: Blue War Paint. Explore and encounter paint.

    Mel 6 (4+2) w/ banished Elixir: 1d4 + 1d10 + 4 ⇒ (3) + (9) + 4 = 16 - acquired

    Discard Jasan to explore again, encounter Sklar-quah Thundercaller. Will use alternate check to succeed and summon a barrier to acquire. Barrier: Cursed Statue.

    Disable 11 (10+1) w/ buried war paint: 1d10 + 5 + 1d8 + 3 ⇒ (8) + 5 + (6) + 3 = 22 - barrier defeated, jasan healed, Sklar-quah acquired

    Discard The Dance to explore again, encounter Blackjack's Gear.

    Dis 12 (10+2) w/ recharged Mastermind (burying Thundercaller): 1d10 + 5 + 1d10 + 6 ⇒ (8) + 5 + (7) + 6 = 26 - tools acquired

    Discard Carnival to explore, encounter Madness Mist Trap.

    Dis 8: 1d10 + 5 ⇒ (9) + 5 = 14 - trap defeated, Carnival blessing healed, draw new item: Red Mantis Mask

    EOT examine of Office: Warband. Auto-fail BYA check, so everyone encounters a monster. Quinn encounters an Accursed Priest, then everyone else encounters one. This will be painful, as someone will have to bury a blessing after every encountered Priest.

    Accursed Priest:

    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.

    Combat 21 (11+10) w/ reloaded rapier, recharged BoS: 1d10 + 1d6 + 12 + 3d8 ⇒ (9) + (5) + 12 + (8, 1, 4) = 39

    My Priest is defeated, which means the Warband is defeated. Now someone needs to bury a blessing. (Sorry, I'm out!) My turn is paused while everyone else encounters a Priest. Reminder: Checks are increased in difficulty by the # of allies in your hand.

    When all of this is done, I'll reset my hand and the top card of the Office will be card #7.


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

    My reset hand for Val's turn:

    Quinn wrote:

    Hand: Blackjack's Gear, Red Mantis Mask, Armor of Insults, Liquid Courage, Ambrosia, Cerulean Mastermind, Djinn, Blackjack's Rapier,

    Displayed:
    Deck: 13 Discard: 1 Buried: 2
    Hero Points: 7
    "NOTES:
    Available Support: Any item buries to add 1d8+3 vs. local barrier.
    Other: Gear and Mask are available to bury!"

    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 (upgraded), Lemore (upgraded)

    Everyone still needs to fight an Accursed Priest, per above post. Good luck!


    Flenta Deck Handler

    Al mentioned they would bury their Spellbound for Quinn's Priest, I can either bury my Iomedae's Justice for my check, or someone else could bury a blessing and take the 1d12 from Iommedae's Justice. Also if someone wanted to use a Blessing on my check to avoid the bury, go for it.

    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.

    Combat 21(11+10): 1d10 + 4 + 1d10 + 1 + 1d8 ⇒ (9) + 4 + (2) + 1 + (8) = 24

    Roll Details:

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

    That still leaves me with an Embiggen if anyone needs it!

    Scarab Sages

    Deck Handler Oracle

    Bury BoSpellbound for Quinn's priest.

    Encounter Accursed priest (Combat 21+1)

    Reveal Tome to add 1d4. Ask Val for a recharged weapon to add 1d6.

    Combat 22: 1d12 + 5 + 2d4 + 1d6 + 1 ⇒ (6) + 5 + (2, 2) + (5) + 1 = 21 -> 21. Missed by 1. Discard Fly to damage.


    Deck Handler

    off turn: recharged Retreiver and Longsword to help FLenta and Alhazra.

    Recharge Spirit Sword to defeat the Priest since its undead. (easier for my poor medicine befuddled brain than to do the actual combat check) ;)

    I have no blessings to bury, sorry!

    Valeros wrote:

    Hand: Angelic Armor (Loot), Breakaway Spear,

    Displayed:
    Deck: 18 Discard: 0 Buried: 0
    Current Location: Office
    Hero Points Available: 4/4
    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 (2 available).
    Other: I can avenge by discarding. 0 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Minor Healing (Core), Greatclub, Magic Full Plate (Core), Surgeon, Tripartite Spear +2, Evangelist, Blessing of Abadar, Viking Shieldmaster, Blessing of Shizuru, Fortified Breastplate, Frost Lance +2, Hat of Glamour, Soldier (Core), Belt of Physical Might (Curse), Blessing of Angradd
    Recharged: Retriever, Longsword +2, Spirit Sword,
    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.)


    Radillo's Deck Manager

    Off turn: During Quinn's turn, discard Blessing of the Qi Zhong for Flenta and bury The Foreign Trader for checks against the Accursed Priest.
    Encounter Accursed Priest. Cloudburst to recovery, recharge Ice Chemist to add 1+#. One ally still in hand so difficulty increased by 1.
    Combat 11+##+1=23: 1d10 + 7 + 3d6 + 7 ⇒ (1) + 7 + (2, 1, 5) + 7 = 23 defeated
    Cloudburst recovery - Arcane 13: 1d10 + 7 ⇒ (2) + 7 = 9 discarded

    Radillo wrote:

    Hand: Embiggen, Chain Lightning, Cleric of Nethys,

    Displayed:
    Deck: 16 Discard: 2 Buried: 1
    Current Location: Office
    Hero Points: 9
    NOTES:
    Available Support: Embiggen 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). When a local character fails to acquire a boon, Radillo can banish a card to add it to her discards.
    Other: Dice Re-Roll Used for 5A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acadamae Scholar, Enervation, Binder's Tome, Salvator Scream, The Eclipse (Harrow), Create Mindscape, Wand of Enervation, Fire Snake, Twisted Space, Blessing of Pharasma, Bound Imp, Spellbook, Death's Touch, Pyrotechnic Blast, Channel the Gift
    Recharged: Ice Chemist,
    Discard Pile: Blessing of the Qi Zhong, Cloudburst,
    Buried Pile: The Foreign Trader,

    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.
    [X] When another character at your location ( ☐ or at any location) fails to acquire a boon, you may banish a card to put that boon in your discard pile.


    During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
    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: 6-5A: Searching for Clues

  • Harrow suit: Keys
    SETUP:
  • Before building the locations, search the vault for the monster Kazavon's Iron Golem and set it aside. After building locations, reload it into the Office.
  • All characters start at the the Office.

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose a new barrier.
  • Villain: None
  • Closing Henchmen: Evidences-Proxy A.

    DURING THIS SCENARIO:

  • At the start of your turn, examine the top card of your location. If it is a bane, encounter it and you may not evade your encounter. If it is a boon, you may recharge it into its location.
  • Characters may not move from the Office until it is closed, then must all move to the Twisting Passages.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Red Mantis Initiate
    Monster 2

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    10+##
    OR
    Wisdom
    5+#

    Powers
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

    Monster 2
    Spoiler:
    Dybbuk
    Monster 5

    Traits
    Undead
    Incorporeal

    Check
    Combat
    22

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

    Monster 3
    Spoiler:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Fire. Vulnerable to Cold.
    After acting, suffer 1d4-1 Fire damage.

    Monster 4
    Spoiler:
    Garden Guardian
    Monster 3

    Traits
    Outsider
    Plant

    Check
    Combat
    15

    Powers
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.

    Monster 5
    Spoiler:
    Corpse Lotus
    Monster 5

    Traits
    Plant
    Veteran

    Check
    Combat
    22

    Powers
    Immune to Mental and Poison.
    Resistant to Acid and Electricity.
    If you are at a Wild location, the difficulty to defeat is increased by #.
    If undefeated, each local character suffers the scourge Entangled.

    Random Barriers:
    Barrier 1
    Spoiler:
    Forbiddance
    Barrier 5

    Traits
    Curse
    Trap
    Magic

    Check
    Wisdom
    13
    OR
    Arcane
    Divine
    15

    Powers
    If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
    • At the start of your turn, you may encounter this barrier.
    • When you would explore, first move to a random other location.
    • When this location is closed, banish this barrier.

    Barrier 2
    Spoiler:
    Burning Tar
    Barrier 0

    Traits
    Obstacle
    Fire
    Veteran

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

    Powers
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.

    Barrier 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:
    Crematory Blast
    Barrier 5

    Traits
    Trap
    Fire
    Undead

    Check
    Intelligence
    Perception
    10
    OR
    Constitution
    Fortitude
    12

    Powers
    When you would encounter this barrier, another local character may encounter it instead.
    If undefeated, each local character suffers 1d6 Fire damage.

    Barrier 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Limning Starknife
    Weapon 4

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Respect
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    13

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
    On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
    After playing this weapon on a check, powers that reroll dice may be ignored.

    Weapon 2
    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:
    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 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:
    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:
    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:
    Steal Soul
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    10

    Powers
    When a local character defeats a monster that is not immune to Attack, display. While displayed:
    • On your checks, add 1d4.
    • At the end of the scenario, banish; if proficient, discard instead.

    Spell 3
    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 4
    Spoiler:
    Icy Prison
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

    Powers
    For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.

    Spell 5
    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.

    Random Armors:
    Armor 1
    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 2
    Spoiler:
    Stone-shard Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    14

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.
    • If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

    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:
    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:
    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.

    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:
    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 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:
    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.

    Random Allies:
    Ally 1
    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 2
    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 3
    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 4
    Spoiler:
    Lyrune-quah Moon Maiden
    Ally 5

    Traits
    Loot
    Human
    Barbarian
    Respect

    Check
    Charisma
    Diplomacy
    11
    OR
    Summon And Defeat A Monster
    0

    Powers
    Display. While displayed:
    • On all combat and Fortitude 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 combat and Fortitude checks, add 3.

    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:
    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 2
    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 3
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 4
    Spoiler:
    The Vision
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.

    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.

    Blessing 5
    Spoiler:
    Lady Despair
    Blessing 3

    Traits
    Deity: Urgathoa
    Divine

    Check
    Constitution
    Divine
    Fortitude
    8

    Powers
    WHEN THIS IS THE HOUR
    On your turn, if you would suffer a scourge, a random local character suffers it instead.

    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.

    Turn: 3 Valaros/Katlyn99

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

    Top Blessing:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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


    Blessings Remaining: 27
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 4 Radillo)
    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 5 Alahazra)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 3 (Turn 6 Flenta)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 4 (Turn 7 Quinn)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 5 (Turn 8 Valaros)
    Spoiler:
    The Lady Of Mysteries
    Blessing 3

    Traits
    Deity: Pharasma
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.

    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.

    Blessings Deck Card 6 (Turn 9 Radillo)
    Spoiler:
    The Savored Sting
    Blessing 3

    Traits
    Deity: Calistria
    Divine

    Check
    Charisma
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your checks while you avenge, bless.

    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.

    Blessings Deck Card 7 (Turn 10 Alahazra)
    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.

    Blessings Deck Card 8 (Turn 11 Flenta)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 9 (Turn 12 Quinn)
    Spoiler:
    The Fiend
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer a scourge on your turn, each local character suffers it.

    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.

    Blessings Deck Card 10 (Turn 13 Valaros)
    Spoiler:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

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

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

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

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

    Blessings Deck Card 12 (Turn 15 Alahazra)
    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 13 (Turn 16 Flenta)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

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

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

    Blessings Deck Card 14 (Turn 17 Quinn)
    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.

    Blessings Deck Card 15 (Turn 18 Valaros)
    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.

    Blessings Deck Card 16 (Turn 19 Radillo)
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 17 (Turn 20 Alahazra)
    Spoiler:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

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

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

    Blessings Deck Card 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:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 20 (Turn 23 Valaros)
    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.

    Blessings Deck Card 21 (Turn 24 Radillo)
    Spoiler:
    Blackfingers
    Blessing 3

    Traits
    Deity: Norgorber
    Divine

    Check
    Craft
    Divine
    Stealth
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check that invokes the Alchemical or Poison trait, add 1d4.

    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.

    Blessings Deck Card 22 (Turn 25 Alahazra)
    Spoiler:
    The Prince Of Pain
    Blessing 3

    Traits
    Deity: Zon-kuthon
    Divine

    Check
    Constitution
    Divine
    Fortitude
    8

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a card, you may draw a card; if you do, discard the top card of your deck.

    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.

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

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, add 1 for each type of boon played.

    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.

    Blessings Deck Card 24 (Turn 27 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 25 (Turn 28 Valaros)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 26 (Turn 29 Radillo)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check to close or to guard, add 1d4.

    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Blessings Deck Card 27 (Turn 30 Alahazra)
    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.

    Office
    Traits: Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M:0 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:1
    Located here: Flenta, Quinn, Val, Rad, Al

    Office Card 1:
    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.

    Office Card 2:
    Speed Battleaxe
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.

    Office Card 3:
    Breath Of Life
    Spell 5

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    13

    Powers
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.

    Office Card 4:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Office Card 5:
    Curse Of The Worm
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Knowledge
    14
    OR
    Wisdom
    Divine
    12

    Powers
    If undefeated, display this barrier.
    While displayed:
    • At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
    • When a power would remove 1 of your scourges, you may instead banish this barrier.

    Spider Nest
    Traits: Underground, Wild
    At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
    When Closing: Summon and defeat the story bane Monstrous Spider.
    When Permanently Closed: No effect.
    M:5 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

    Spider Nest Card 1:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Spider Nest Card 2:
    Wyvern
    Monster 4

    Traits
    Dragon

    Check
    Combat
    18
    OR
    Survival
    12

    Powers
    Damage suffered from this monster may not be reduced.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.

    Spider Nest Card 3:
    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.

    Spider Nest Card 4:
    Andachi
    Ally 5

    Traits
    Undead
    Ghost
    Aristocrat

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury A Divine Boon
    0

    Powers
    Display. While displayed:
    • On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
    • At the end of the turn, banish.
    Bury to explore; you may bury a Divine boon to reload instead.

    Spider Nest Card 5:
    Baykok
    Monster 5

    Traits
    Trigger
    Undead

    Check
    Combat
    21

    Powers
    When examined, suffer 1d6 Force damage.
    Immune to Mental and Poison.
    Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
    If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.

    Spider Nest Card 6:
    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.

    Spider Nest Card 7:
    Banudor
    Weapon 5

    Traits
    Hammer
    Melee
    Bludgeoning
    Fire
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local Craft or Disable check, reload to add 1d8.

    Spider Nest Card 8:
    Ash Giant Zombie
    Monster 5

    Traits
    Undead
    Zombie

    Check
    Combat
    24

    Powers
    Immune to Cold, Electricity, Force, Mental, and 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.

    Spider Nest Card 9:
    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.

    Spider Nest Card 10:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

    Powers
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

    Twisting Passages
    Traits: Underground, Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M:3 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1

    Twisting Passages Card 1:
    Scabbard Of Keen Edges
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Craft
    12

    Powers
    On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.

    Twisting Passages Card 2:
    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.

    Twisting Passages Card 3:
    Stinging Wasps
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Dexterity
    Acrobatics
    Perception
    11
    OR
    Disable
    9

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

    Twisting Passages Card 4:
    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.

    Twisting Passages Card 5:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Charisma check, you may use your Intelligence die instead of the normal die.

    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.

    Twisting Passages Card 6:
    Risibeth
    Ally 5

    Traits
    Undead
    Sayona
    Soldier

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury An Ally
    0

    Powers
    Display. While displayed:
    • On local combat and Charisma checks, you may reroll a die.
    • At the end of the turn, bury.
    Banish to explore.

    DURING RECOVERY
    You may discard the bottom card of your deck to reload this card.

    Twisting Passages Card 7:
    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.

    Twisting Passages Card 8:
    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.

    Twisting Passages Card 9:
    Banshee
    Monster 5

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    21

    Powers
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, discard them from the top of your deck.

    Twisting Passages Card 10:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Cave
    Traits: Underground, Wild
    At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M:3 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1

    Cave Card 1:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Cave Card 2:
    Wyvern Poison
    Item 5

    Traits
    Liquid
    Alchemical
    Poison

    Check
    Intelligence
    Craft
    12

    Powers
    Display. While displayed:
    • On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Cave Card 3:
    Shining Child
    Monster 5

    Traits
    Outsider
    Fire

    Check
    Combat
    20

    Powers
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.

    Cave Card 4:
    Mantle Of Life
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    13

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.
    • On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

    Cave Card 5:
    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.

    Cave Card 6:
    Silver War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    5

    Powers
    Display. While displayed:
    • When you suffer Combat damage, reduce it by 1.
    • When you would discard cards as Combat damage, you may recharge them instead.
    • 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.

    Cave Card 7:
    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.

    Cave Card 8:
    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.

    Cave Card 9:
    Obsession Of Servitude
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

    Powers
    If undefeated, display this barrier.
    While displayed:
    • At the start of your turn, move to a random location.
    • Evade boons you encounter.
    • You may not play boons except during encounters with banes.
    • When a power would remove 1 of your scourges, you may instead banish this barrier.

    Cave Card 10:
    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.

    Pits
    Traits: Underground, Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M:1 Ba:2 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1

    Pits Card 1:
    Blackjack’s Rapier
    Weapon 4

    Traits
    Loot
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    Blackjack

    Check
    Strength
    Acrobatics
    Melee
    13

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.

    Pits Card 2:
    Restoration
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

    Powers
    Banish to let a local character draw 2 cards. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.

    Pits Card 3:
    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.

    Pits Card 4:
    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.

    Pits Card 5:
    Brooch Of Protection
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Fortitude
    10

    Powers
    Display. While displayed:
    • When you suffer Combat or Force damage, reduce it by 1.
    • When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
    • When this card has 6 markers, bury it.

    Pits Card 6:
    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.

    Pits Card 7:
    Raccoon
    Ally 3

    Traits
    Animal

    Check
    Wisdom
    Survival
    12

    Powers
    On a local Dexterity non-combat or Disable check, recharge to add 1d8.
    Discard to explore. If you encounter a barrier, you may evade it and explore.

    Pits Card 8:
    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.

    Pits Card 9:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Pits Card 10:
    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.

    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 ?:1

    Dungeons Card 1:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Dungeons Card 2:
    Keen Spiked Chain
    Weapon 5

    Traits
    Chain
    Melee
    Piercing
    Finesse
    2-handed
    Magic

    Check
    Strength
    Acrobatics
    Melee
    15

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Dungeons Card 3:
    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.

    Dungeons Card 4:
    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.

    Dungeons Card 5:
    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.

    Dungeons Card 6:
    Soul Mistress
    Monster 5

    Traits
    Outsider
    Hag

    Check
    Combat
    21

    Powers
    Immune to Cold and Fire. Resistant to Attack.
    When you discard cards as damage, you must first choose items.
    If undefeated, suffer the scourge Plagued.

    Dungeons Card 7:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

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

    Dungeons Card 8:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Dungeons Card 9:
    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.

    Dungeons Card 10:
    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.

    Oubliette
    Traits: Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M:3 Ba:2 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1

    Oubliette Card 1:
    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.

    Oubliette Card 2:
    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.

    Oubliette Card 3:
    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.

    Oubliette Card 4:
    Obsession Of Battle
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

    Powers
    If undefeated, display this barrier.
    While displayed:
    • When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
    • When a power would remove 1 of your scourges, you may instead banish this barrier.

    Oubliette Card 5:
    Mammoth
    Monster 3

    Traits
    Animal

    Check
    Combat
    18
    OR
    Survival
    9

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

    Oubliette Card 6:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Oubliette Card 7:
    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.

    Oubliette 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.

    Oubliette Card 9:
    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.

    Oubliette Card 10:
    Warning Bells
    Barrier 5

    Traits
    Trigger
    Curse
    Undead

    Check
    Constitution
    Fortitude
    13
    OR
    Intelligence
    Perception
    15

    Powers
    When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
    If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.

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

    Base Card 1:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

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

    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:
    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 5:
    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 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


  • Quick bot turn for Val.

    SOT examine of Office, per scenario rules: Hippogriff Fledgling. Explore and encounter fledgling, auto-fail to acquire.

    Will post Val's reset hand when handler settings allow.


    Valeros discovers a path that skirts the young Hippogriff, and pushes forward onto finer adventures.

    Hippogriff ally should have been recharged into Office (per scenario effect), then next card explored instead. Val encounters a Speed Battleaxe (weapon 5)!

    Quinn recharges Mastermind (burying Mantis Mask) to assist.

    Mel 14 w/ Quinn's help: 1d10 + 5 + 1d10 + 6 ⇒ (6) + 5 + (7) + 6 = 24 - weapon 5 acquired

    Top card of office is Card 9.


    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: Recharging Mastermind (burying Mask) for Val.

    Quinn wrote:

    Hand: Blackjack's Gear, Armor of Insults, Liquid Courage, Ambrosia, Djinn, Blackjack's Rapier,

    Displayed:
    Deck: 14 Discard: 1 Buried: 3
    Hero Points: 7
    "NOTES:
    Available Support: Any item buries to add 1d8+3 vs. local barrier.
    Other: Gear is available to bury!"

    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 (upgraded), Lemore (upgraded)


    Radillo's Deck Manager

    The hour of Torag's Power
    When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
    Remain at Office

    Examine top card of location:
    Explore:

    Breath Of Life:
    Spell 5
    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    13

    Powers
    Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.

    Display Embiggen. Draw Ice Chemist from bottom of deck. Create Mindscape displayed by Alahazra.
    Wisdom 13: 2d8 ⇒ (6, 5) = 11 Shirt re-roll the 5
    Wisdom 13: 6 + 1d8 ⇒ 6 + (7) = 13 Wow! Acquired!

    With the crocodile golem finished off, Radillo prepares an embiggen spell for any other dangers that may be lurking in the hidden passages of the mansion.

    End turn and reset hand.
    Embiggen recovery - Arcane 10: 1d12 + 7 ⇒ (12) + 7 = 19 recharged

    Radillo wrote:

    Hand: Death's Touch, Chain Lightning, Cleric of Nethys, Ice Chemist, Breath of Life (acquired), Binder's Tome, Blessing of Pharasma,

    Displayed:
    Deck: 13 Discard: 2 Buried: 1
    Current Location: Office
    Hero Points: 9
    NOTES:
    Available Support: Blessing available. Rad will pass Breath of Life to Al at the start of her next turn. 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). When a local character fails to acquire a boon, Radillo can banish a card to add it to her discards.
    Other: Dice Re-Roll Used for 5A?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wand of Enervation, Enervation, Fire Snake, Twisted Space, The Eclipse (Harrow), Acadamae Scholar, Spellbook, Pyrotechnic Blast, Create Mindscape, Salvator Scream, Bound Imp, Channel the Gift
    Recharged: Embiggen,
    Discard Pile: Blessing of the Qi Zhong, Cloudburst,
    Buried Pile: The Foreign Trader,

    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.
    [X] When another character at your location ( ☐ or at any location) fails to acquire a boon, you may banish a card to put that boon in your discard pile.


    Deck Handler

    Vals updated hand:

    "

    Valeros wrote:

    Hand: Speed Battleaxe, Angelic Armor (Loot), Frost Lance +2, Breakaway Spear, Hat of Glamour,

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Current Location: Office
    Hero Points Available: 4/4
    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 (4 available).
    Other: I can avenge by discarding. 0 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Shizuru, Viking Shieldmaster, Greatclub, Blessing of Angradd, Evangelist, Soldier (Core), Blessing of Abadar, Tripartite Spear +2, Surgeon, Belt of Physical Might (Curse), Fortified Breastplate, Magic Full Plate (Core), Staff of Minor Healing (Core)
    Recharged: Retriever, Longsword +2, Spirit Sword,
    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.)

    "

    Scarab Sages

    Deck Handler Oracle

    Turn 5: Orison
    When this is the Hour: No Effect

    SoT: Examine top two cards: Evidence (trigger)

    Encounter Evidence (Knowledge 15)
    Add 1d8 for examining.

    Play Fire Snake to use Divine.
    Reveal Tome to add 1d4.
    Create Mindscape adds 1d4.

    Divine 15: 1d12 + 5 + 1d8 + 1d4 + 1d4 ⇒ (5) + 5 + (1) + (1) + (2) = 14 -> Use shirt reroll on 1d8: 1d8 ⇒ 4 -> Success, evidence displayed.

    Close location (Charisma 10)

    Mindscape adds 1d4
    Tome adds 1d4
    Charisma 10: 1d12 + 3 + 1d4 + 1d4 ⇒ (6) + 3 + (4) + (4) = 17 -> Office is closed.
    Move to Twisting Passages

    Recover Fire Snake 8: 1d12 + 5 + 1d4 + 1d4 ⇒ (4) + 5 + (3) + (3) = 15 -> Recovered
    Recover Create Mindscape 10: 1d12 + 5 + 1d4 + 1d4 ⇒ (2) + 5 + (2) + (3) = 12 -> Recovered

    End turn, reset hand.

    "

    Alahazra wrote:

    Hand: Blessing of the Spellbound 2, Achaekek's Claws, Bound Elemental, Holy Javelin, Blessing of Abadar, Binders Tome,
    Displayed:
    Deck: 10 Discard: 2 Buried: 1
    Hero Points: 10
    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.
    ([x] Then you may draw a 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.

    [x] You may recharge a spell to evade a barrier you encounter (☐ or to allow a character at your location to evade a barrier he encounters).

    "


    During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
    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: 6-5A: Searching for Clues

  • Harrow suit: Keys
    SETUP:
  • Before building the locations, search the vault for the monster Kazavon's Iron Golem and set it aside. After building locations, reload it into the Office.
  • All characters start at the the Office.

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose a new barrier.
  • Villain: None
  • Closing Henchmen: Evidences-Proxy A.

    DURING THIS SCENARIO:

  • At the start of your turn, examine the top card of your location. If it is a bane, encounter it and you may not evade your encounter. If it is a boon, you may recharge it into its location.
  • Characters may not move from the Office until it is closed, then must all move to the Twisting Passages.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    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 3
    Spoiler:
    Hippogriff Rider
    Monster 4

    Traits
    Trigger
    Human
    Ranger
    And
    Animal

    Check
    Combat
    18
    THEN
    Combat
    17
    OR
    Survival
    11

    Powers
    When examined, suffer 1 Ranged Combat damage.
    Before acting, suffer 1 Ranged Combat damage.
    If undefeated, a random character suffers 1d4+1 Ranged Combat damage.

    Monster 4
    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 5
    Spoiler:
    Sentinel Devil
    Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    23

    Powers
    Immune to Fire and Poison.
    If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.

    Random Barriers:
    Barrier 1
    Spoiler:
    Burning Tar
    Barrier 0

    Traits
    Obstacle
    Fire
    Veteran

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

    Powers
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.

    Barrier 2
    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 3
    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.

    Barrier 4
    Spoiler:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

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

    Barrier 5
    Spoiler:
    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.

    Random Weapons:
    Weapon 1
    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.

    Weapon 2
    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 3
    Spoiler:
    Limning Starknife
    Weapon 4

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Respect
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    13

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
    On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
    After playing this weapon on a check, powers that reroll dice may be ignored.

    Weapon 4
    Spoiler:
    Deathbane Throwing Axe
    Weapon 5

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    13

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
    If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
    You may use this power even if you have previously revealed this card on this check.

    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:
    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 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:
    Icy Prison
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

    Powers
    For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.

    Spell 4
    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.

    Spell 5
    Spoiler:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

    Powers
    When you encounter a non- Incorporeal monster, banish to evade it.
    On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.

    Random Armors:
    Armor 1
    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 2
    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 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:
    Stone-shard Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    14

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.
    • If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

    Armor 5
    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.

    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:
    Whisper Of The First Lie
    Item 5

    Traits
    Accessory
    Magic

    Check
    Charisma
    Diplomacy
    14

    Powers
    On a local Diplomacy check, freely recharge to add your Diplomacy.
    On a local Diplomacy check, freely discard to reroll any number of dice.
    When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.

    Item 3
    Spoiler:
    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.

    Item 4
    Spoiler:
    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.

    Item 5
    Spoiler:
    Headband Of Mental Superiority
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    13

    Powers
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.

    Random Allies:
    Ally 1
    Spoiler:
    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.

    Ally 2
    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.

    Ally 3
    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 4
    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.

    Ally 5
    Spoiler:
    Aerilaya
    Ally 5

    Traits
    Undead
    Banshee
    Barbarian

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury A Weapon
    0

    Powers
    Display. While displayed:
    • On local combat or Constitution checks, add 1d6.
    • At the end of the turn, banish.
    Bury to explore; you may bury a weapon to reload instead.

    Random Blessings:
    Blessing 1
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    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:
    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 Winged Serpent
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Melee
    4+#

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

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

    Blessing 5
    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.

    Turn: 6 Flenta/Gimry

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

    Top Blessing:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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


    Blessings Remaining: 24
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 7 Quinn)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 2 (Turn 8 Valaros)
    Spoiler:
    The Lady Of Mysteries
    Blessing 3

    Traits
    Deity: Pharasma
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.

    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.

    Blessings Deck Card 3 (Turn 9 Radillo)
    Spoiler:
    The Savored Sting
    Blessing 3

    Traits
    Deity: Calistria
    Divine

    Check
    Charisma
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your checks while you avenge, bless.

    On a local check, recharge to bless.
    To let any character avenge, recharge.
    Discard to explore.

    Blessings Deck Card 4 (Turn 10 Alahazra)
    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.

    Blessings Deck Card 5 (Turn 11 Flenta)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 6 (Turn 12 Quinn)
    Spoiler:
    The Fiend
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer a scourge on your turn, each local character suffers it.

    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.

    Blessings Deck Card 7 (Turn 13 Valaros)
    Spoiler:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Blessings Deck Card 8 (Turn 14 Radillo)
    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 9 (Turn 15 Alahazra)
    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 16 Flenta)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

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

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

    Blessings Deck Card 11 (Turn 17 Quinn)
    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.

    Blessings Deck Card 12 (Turn 18 Valaros)
    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.

    Blessings Deck Card 13 (Turn 19 Radillo)
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 14 (Turn 20 Alahazra)
    Spoiler:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

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

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

    Blessings Deck Card 15 (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 16 (Turn 22 Quinn)
    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 23 Valaros)
    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.

    Blessings Deck Card 18 (Turn 24 Radillo)
    Spoiler:
    Blackfingers
    Blessing 3

    Traits
    Deity: Norgorber
    Divine

    Check
    Craft
    Divine
    Stealth
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check that invokes the Alchemical or Poison trait, add 1d4.

    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.

    Blessings Deck Card 19 (Turn 25 Alahazra)
    Spoiler:
    The Prince Of Pain
    Blessing 3

    Traits
    Deity: Zon-kuthon
    Divine

    Check
    Constitution
    Divine
    Fortitude
    8

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a card, you may draw a card; if you do, discard the top card of your deck.

    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.

    Blessings Deck Card 20 (Turn 26 Flenta)
    Spoiler:
    The Forge
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, add 1 for each type of boon played.

    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.

    Blessings Deck Card 21 (Turn 27 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 28 Valaros)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 23 (Turn 29 Radillo)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check to close or to guard, add 1d4.

    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Blessings Deck Card 24 (Turn 30 Alahazra)
    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.

    Office
    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

    Spider Nest
    Traits: Underground, Wild
    At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
    When Closing: Summon and defeat the story bane Monstrous Spider.
    When Permanently Closed: No effect.
    M:5 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

    Spider Nest Card 1:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Spider Nest Card 2:
    Wyvern
    Monster 4

    Traits
    Dragon

    Check
    Combat
    18
    OR
    Survival
    12

    Powers
    Damage suffered from this monster may not be reduced.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.

    Spider Nest Card 3:
    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.

    Spider Nest Card 4:
    Andachi
    Ally 5

    Traits
    Undead
    Ghost
    Aristocrat

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury A Divine Boon
    0

    Powers
    Display. While displayed:
    • On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
    • At the end of the turn, banish.
    Bury to explore; you may bury a Divine boon to reload instead.

    Spider Nest Card 5:
    Baykok
    Monster 5

    Traits
    Trigger
    Undead

    Check
    Combat
    21

    Powers
    When examined, suffer 1d6 Force damage.
    Immune to Mental and Poison.
    Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
    If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.

    Spider Nest Card 6:
    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.

    Spider Nest Card 7:
    Banudor
    Weapon 5

    Traits
    Hammer
    Melee
    Bludgeoning
    Fire
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local Craft or Disable check, reload to add 1d8.

    Spider Nest Card 8:
    Ash Giant Zombie
    Monster 5

    Traits
    Undead
    Zombie

    Check
    Combat
    24

    Powers
    Immune to Cold, Electricity, Force, Mental, and 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.

    Spider Nest Card 9:
    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.

    Spider Nest Card 10:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

    Powers
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

    Twisting Passages
    Traits: Underground, Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M:3 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
    Located here: Flenta, Quinn, Val, Rad, Al

    Twisting Passages Card 1 - Scabbard Of Keen Edges:
    Scabbard Of Keen Edges
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Craft
    12

    Powers
    On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.

    Twisting Passages Card 2 - Biting Tigers:
    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.

    Twisting Passages Card 3:
    Stinging Wasps
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Dexterity
    Acrobatics
    Perception
    11
    OR
    Disable
    9

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

    Twisting Passages Card 4:
    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.

    Twisting Passages Card 5:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Charisma check, you may use your Intelligence die instead of the normal die.

    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.

    Twisting Passages Card 6:
    Risibeth
    Ally 5

    Traits
    Undead
    Sayona
    Soldier

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury An Ally
    0

    Powers
    Display. While displayed:
    • On local combat and Charisma checks, you may reroll a die.
    • At the end of the turn, bury.
    Banish to explore.

    DURING RECOVERY
    You may discard the bottom card of your deck to reload this card.

    Twisting Passages Card 7:
    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.

    Twisting Passages Card 8:
    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.

    Twisting Passages Card 9:
    Banshee
    Monster 5

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    21

    Powers
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, discard them from the top of your deck.

    Twisting Passages Card 10:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Cave
    Traits: Underground, Wild
    At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M:3 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1

    Cave Card 1:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Cave Card 2:
    Wyvern Poison
    Item 5

    Traits
    Liquid
    Alchemical
    Poison

    Check
    Intelligence
    Craft
    12

    Powers
    Display. While displayed:
    • On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Cave Card 3:
    Shining Child
    Monster 5

    Traits
    Outsider
    Fire

    Check
    Combat
    20

    Powers
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.

    Cave Card 4:
    Mantle Of Life
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    13

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.
    • On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

    Cave Card 5:
    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.

    Cave Card 6:
    Silver War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    5

    Powers
    Display. While displayed:
    • When you suffer Combat damage, reduce it by 1.
    • When you would discard cards as Combat damage, you may recharge them instead.
    • 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.

    Cave Card 7:
    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.

    Cave Card 8:
    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.

    Cave Card 9:
    Obsession Of Servitude
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

    Powers
    If undefeated, display this barrier.
    While displayed:
    • At the start of your turn, move to a random location.
    • Evade boons you encounter.
    • You may not play boons except during encounters with banes.
    • When a power would remove 1 of your scourges, you may instead banish this barrier.

    Cave Card 10:
    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.

    Pits
    Traits: Underground, Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M:1 Ba:2 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1

    Pits Card 1:
    Blackjack’s Rapier
    Weapon 4

    Traits
    Loot
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    Blackjack

    Check
    Strength
    Acrobatics
    Melee
    13

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.

    Pits Card 2:
    Restoration
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

    Powers
    Banish to let a local character draw 2 cards. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.

    Pits Card 3:
    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.

    Pits Card 4:
    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.

    Pits Card 5:
    Brooch Of Protection
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Fortitude
    10

    Powers
    Display. While displayed:
    • When you suffer Combat or Force damage, reduce it by 1.
    • When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
    • When this card has 6 markers, bury it.

    Pits Card 6:
    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.

    Pits Card 7:
    Raccoon
    Ally 3

    Traits
    Animal

    Check
    Wisdom
    Survival
    12

    Powers
    On a local Dexterity non-combat or Disable check, recharge to add 1d8.
    Discard to explore. If you encounter a barrier, you may evade it and explore.

    Pits Card 8:
    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.

    Pits Card 9:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Pits Card 10:
    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.

    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 ?:1

    Dungeons Card 1:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Dungeons Card 2:
    Keen Spiked Chain
    Weapon 5

    Traits
    Chain
    Melee
    Piercing
    Finesse
    2-handed
    Magic

    Check
    Strength
    Acrobatics
    Melee
    15

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Dungeons Card 3:
    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.

    Dungeons Card 4:
    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.

    Dungeons Card 5:
    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.

    Dungeons Card 6:
    Soul Mistress
    Monster 5

    Traits
    Outsider
    Hag

    Check
    Combat
    21

    Powers
    Immune to Cold and Fire. Resistant to Attack.
    When you discard cards as damage, you must first choose items.
    If undefeated, suffer the scourge Plagued.

    Dungeons Card 7:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

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

    Dungeons Card 8:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Dungeons Card 9:
    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.

    Dungeons Card 10:
    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.

    Oubliette
    Traits: Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M:3 Ba:2 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1

    Oubliette Card 1:
    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.

    Oubliette Card 2:
    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.

    Oubliette Card 3:
    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.

    Oubliette Card 4:
    Obsession Of Battle
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

    Powers
    If undefeated, display this barrier.
    While displayed:
    • When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
    • When a power would remove 1 of your scourges, you may instead banish this barrier.

    Oubliette Card 5:
    Mammoth
    Monster 3

    Traits
    Animal

    Check
    Combat
    18
    OR
    Survival
    9

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

    Oubliette Card 6:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Oubliette Card 7:
    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.

    Oubliette 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.

    Oubliette Card 9:
    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.

    Oubliette Card 10:
    Warning Bells
    Barrier 5

    Traits
    Trigger
    Curse
    Undead

    Check
    Constitution
    Fortitude
    13
    OR
    Intelligence
    Perception
    15

    Powers
    When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
    If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.

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

    Base Card 1:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

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

    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:
    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 5:
    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 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


  • Flenta Deck Handler

    Well, I was going to try to get out of these passages, but how can I pass up getting an Item 5?

    As I follow the group through the twisting passages, Al points out a scabbard on the wall.

    "What do you make of that Flenta?" she asks.

    Taking a closer look, I immediately recognize it as a Scabbard of Keen Edges.

    Scabbard Of Keen Edges:

    Item 5
    Traits
    Accessory
    Magic

    Check
    Intelligence
    Craft
    12

    Powers
    On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.

    Auto-Acquire Magic Items

    Easily grabbing it off the wall, I decide I'll hang onto it until I get a chance to pass it off to Val.

    "

    Flenta wrote:

    Hand: Frost Lance +2, Shieldsplitter Lance, Embiggen, Death's Touch, Scabbard Of Keen Edges,

    Displayed:
    Deck: 15 Discard: 0 Buried: 1
    Current Location: Twisting Passages
    Hero Points: 9
    NOTES:
    Available Support: Embiggen is available
    Other: Paizo reroll used for scenario 6-5A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Four-Mirror Armor, Fireball Beads, Chain Lightning, Gem of Physical Prowess, Belt of Charging, Blessing of Shizuru, The Rakshasa, Legionnaire Chaplain, Enervation, Mountain Pattern Armor, Dwarven Earthbreaker +1
    Recharged: Whip of Centipedes, Tripartite Spear +2, Wand of Enervation, Shock Glaive +1,
    Discard Pile:
    Buried Pile: Iomedae's Justice,

    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: The Fiend. WHEN THIS IS THE HOUR: When you suffer a scourge on your turn, each local character suffers it.

    SOT, I'm forced to examine and encounter Biting Tigers barrier. Everyone has to encounter Biting Tigers.

    Combat 16 w/ rapier (reloading Ambrosia): 1d10 + 1d6 + 11 ⇒ (3) + (1) + 11 = 15 - using Paizo reroll on d6

    Combat 16 w/ rapier (reloading Ambrosia): 1d6 + 14 ⇒ (3) + 14 = 17 - barrier defeated (healing Dance blessing)

    Now for my own SOT examine: Stinging Wasps barrier. Explore and encounter it.

    Dis 9: 1d10 + 5 ⇒ (2) + 5 = 7 - using hero point to reroll

    Dis 9: 1d10 + 5 ⇒ (7) + 5 = 12 - barrier defeated

    The group is ambushed by a squad of tigers. Quinn defeats his feline and scrambles ahead, disturbing an insect nest. Forty swats later, the investigator escapes.

    Discard Djinn to examine top card: Spear, which I get to encounter since it's a boon. Auto-fail to acquire. Now for regular Djinn exploration: The Rakshasa blessing.

    Int 9 (4+5): 1d10 + 4 ⇒ (7) + 4 = 11 - blessing acquired

    Discard Rakshasa to explore, encounter Risibeth (ally 5).

    Asking for Flenta's Embiggen.

    Dip 12 w/ Embiggen, Al's tome, reloaded rapier: 1d10 + 2 + 1d8 + 1d8 ⇒ (2) + 2 + (3) + (5) = 12 - ally 5 acquired

    Quinn bypasses a stellar spear, but befriends an undead soldier. That's a story for another time.

    EOT examine of Twisting Passages (card 7): Roc. Display armor, liquid courage.

    "Roc ahead," Quinn warns the others. "Keep your heads up!"

    Quinn wrote:

    Hand: Blackjack's Gear, Risibeth, The Publican, Jasan Adriel, Blast Stone (Core), Ambrosia, Slick Leather, Blackjack's Rapier,

    Displayed: Armor of Insults, Liquid Courage,
    Deck: 11 Discard: 2 Buried: 3
    Hero Points: 6
    "NOTES:
    Available Support: Any item buries to add 1d8+3 vs. local barrier.
    Other: Gear is available to bury!"

    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 (upgraded), Lemore (upgraded)

    Everyone has to encounter a Biting Tiger. Top card of Twisting Passages is Roc (monster 4). Flenta's Embiggen used.


    Flenta Deck Handler

    Recharge Mistform as a NEW SPELL from the box to replace Embiggen which was banished.

    Who let the Cats out?!

    Combat 16: 1d10 + 4 + 1d8 + 1 + 1d6 ⇒ (3) + 4 + (5) + 1 + (3) = 16

    Roll Details:

    Combat - 1d10+4
    Shieldsplitter Lance - 1d8+1
    Recharge - 1d6

    Scarab Sages

    Deck Handler Oracle

    Biting Tiger (Combat 16)

    Use fire bolt. Flip top card: Cleric of Nethys (discarded, +2)

    Recharge BotSpellbound to bless.
    Reveal tome to add 1d4.

    Combat 16: 1d12 + 5 + 2d4 + 1d4 + 2 + 1d12 ⇒ (4) + 5 + (2, 3) + (4) + 2 + (2) = 22 -> Defeated.


    Deck Handler

    Biting Tiger
    Reveal Speed Battleaxe, reload breakaway spear
    combat 16: 1d10 + 5 + 1d8 + 3 + 1d6 ⇒ (6) + 5 + (3) + 3 + (4) = 21

    Val still has 3 cards to reload/recharge to add a d6 to local combat if needed.


    Radillo's Deck Manager

    Off turn:During Quinn's turn, encounter Biting Tigers.
    Display Chain Lightning. Draw Embiggen from bottom of deck. Binder's Tome adds 1d4.
    Combat 16: 1d10 + 7 + 3d6 + 1d4 ⇒ (3) + 7 + (2, 1, 2) + (3) = 18 defeated
    Chain Lightning recover - Arcane 13: 1d10 + 7 + 1d4 ⇒ (6) + 7 + (3) = 16 recharged

    Radillo wrote:

    Hand: Death's Touch, Embiggen, Cleric of Nethys, Ice Chemist, Breath of Life (acquired), Binder's Tome, Blessing of Pharasma,

    Displayed:
    Deck: 12 Discard: 2 Buried: 1
    Current Location: Office
    Hero Points: 9
    NOTES:
    Available Support: Blessing available. Rad will pass Breath of Life to Al at the start of her next turn. 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). When a local character fails to acquire a boon, Radillo can banish a card to add it to her discards.
    Other: Dice Re-Roll Used for 5A?: Y


    Deck Handler

    Hourglass Discard: The Lady Of Mysteries
    WHEN THIS IS THE HOUR: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.

    Examine and Encounter: Roc
    reveal speed battleaxe, reload frost lance
    Combat 19: 1d10 + 5 + 1d8 + 3 + 1d6 ⇒ (3) + 5 + (8) + 3 + (3) = 22

    Valeros wrote:

    Hand: Speed Battleaxe, Angelic Armor (Loot), Breakaway Spear, Frost Lance +2, Hat of Glamour,

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Current Location: Office
    Hero Points Available: 4/4
    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 (4 available).
    Other: I can avenge by discarding. 0 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Surgeon, Blessing of Shizuru, Belt of Physical Might (Curse), Tripartite Spear +2, Blessing of Abadar, Staff of Minor Healing (Core), Evangelist, Viking Shieldmaster, Magic Full Plate (Core), Soldier (Core), Blessing of Angradd, Fortified Breastplate, Greatclub
    Recharged: Retriever, Longsword +2, Spirit Sword,
    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.)


    Radillo's Deck Manager

    Hour of The Savored Sting
    When this is the hour: On your checks while you avenge, bless.
    Examine top card of Twisting Passages: Rajambari (Monster 3) - BA local damage so I'm outta here.
    Give Breath of Life to Alahazra.
    Attempt to move to Pits. Discard BoPharasma to bless.
    Intelligence 6+#=11: 2d10 + 4 ⇒ (7, 6) + 4 = 17 success

    Radillo notices a pattern to the winding of the passages and splits off from the group, finding her way out of the maze and into a cavern of pit traps.

    Explore:

    Blackjack’s Rapier:
    Weapon 4
    Traits
    Loot
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    Blackjack

    Check
    Strength
    Acrobatics
    Melee
    13

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.

    Display Embiggen. Draw Chain Lightning from bottom of deck.
    Very little chance Rad makes that check. Fail & banish.

    At the edge of a pit a rapier balances tenuously. Radillo notices a symbol on the hilt that matches a pack Quinn picked up earlier. She bends down to retrieve the blade and clumsily knocks it over the edge. She shrugs. Sword and owner rejoined, I guess, she mutters to herself.

    Discard Cleric of Nethys to examine 2 and encounter 1: Restoration (Spell 4) and Haughty Nobles (Barrier 1). Encounter:

    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.
    Diplomacy 6+#=11: 1d12 + 3 + 1d4 ⇒ (6) + 3 + (1) = 10 Hero Point re-roll
    Diplomacy 6+#=11: 1d12 + 3 + 1d4 ⇒ (7) + 3 + (3) = 13 defeated
    Summon and encounter an Ally:
    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.

    Use Arcane in place of listed skill per Rad's power. Binder's Tome adds 1d4.
    Knowledge (Arcane) 9: 1d12 + 7 + 1d8 ⇒ (4) + 7 + (1) = 12 acquired

    Radillo hears a plaintive cry for help coming from one of the pits. She rushes over to see a noble clinging to the edge for dear life. She reaches down to grab the poor soul just as their grip loosens. A panicked scream echoes off the walls of the cavern but Radillo has the noble firmly in her grasp. "May the gods bless you a thousand times over! I would have been dead if you hadn't shown up!"

    Discard Salvator Scream to draw the top card of the hourglass: Rovagug's Destruction (Blessing 1).
    End turn. Attempt Embiggen recovery, revealing Binder's Tome.
    Arcane 10: 1d12 + 7 + 1d8 ⇒ (10) + 7 + (6) = 23 recharged
    Reset hand.

    Radillo wrote:

    Hand: Death's Touch, Chain Lightning, Acadamae Scholar, Ice Chemist, Salvator Scream, Binder's Tome, Rovagug's Destruction (acquired),

    Displayed:
    Deck: 11 Discard: 5 Buried: 1
    Current Location: Pits
    Hero Points: 9
    NOTES:
    Available Support: Blessing and Binder's Tome 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). When a local character fails to acquire a boon, Radillo can banish a card to add it to her discards.
    Other: Dice Re-Roll Used for 5A?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Pyrotechnic Blast, Channel the Gift, The Eclipse (Harrow), Wand of Enervation, Bound Imp, Enervation, Spellbook, Fire Snake, Create Mindscape, Twisted Space
    Recharged: Embiggen,
    Discard Pile: Blessing of the Qi Zhong, Cloudburst, Blessing of Pharasma, Cleric of Nethys, Salvator Scream (acquired),
    Buried Pile: The Foreign Trader,

    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.
    [X] When another character at your location ( ☐ or at any location) fails to acquire a boon, you may banish a card to put that boon in your discard pile.

    Scarab Sages

    Deck Handler Oracle

    Turn 10: Incitation
    WHEN THIS IS THE HOUR
    No effect.

    SoT: Examine top two cards of passages. (Rajambari, Banshee)

    Free Explore: Rajambari (Combat 17)
    BYA: Everyone at the Twisted Passages suffer 1 combat damage. Discard Bound Elemental.

    Play Holy Javelin
    Combat 17: 1d12 + 5 + 2d12 ⇒ (7) + 5 + (7, 10) = 29 -> Defeated.
    End turn.

    Examine last two cards: Banshee and Evidence (trigger)

    Encounter Evidence (Knowledge 15)
    Discard Blessing of Abadar to bless twice.
    Add 1d8 for examining.
    Knowledge 15: 1d8 + 3 + 1d8 + 2d8 ⇒ (2) + 3 + (1) + (4, 1) = 11

    Spend hero point to reroll.

    Knowledge 15: 1d8 + 3 + 1d8 + 2d8 ⇒ (5) + 3 + (2) + (2, 1) = 13 -> Failed

    Recharge Holy Javelin 10: 1d12 + 5 + 1d4 ⇒ (12) + 5 + (1) = 18 -> Recharged.

    Reset hand.

    "

    Alahazra wrote:

    Hand: Bound Lantern Archon, Achaekek's Claws, Restorative Touch, Heat Metal, Binders Tome, Breath of Life,
    Displayed:
    Deck: 9 Discard: 5 Buried: 1
    Hero Points: 10
    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.
    ([x] Then you may draw a 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.

    [x] You may recharge a spell to evade a barrier you encounter (☐ or to allow a character at your location to evade a barrier he encounters).


    Flenta Deck Handler

    OFF-TURN ACTIONS:
    Unfortunately, I need to discard the Scabbard as damage.
    ========================
    Flenta starts her turn.
    Hour: The Fiend
    Hour Power:When you suffer a scourge on your turn, each local character suffers it.

    Random Card: 1-Banshee, 2-Evidence: 1d2 ⇒ 1

    Banshee:

    Monster 5
    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    21

    Powers
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    When you discard cards as damage, discard them from the top of your deck.

    As Al begins to look over some evidence, I get jumped by a nasty banshee. The banshees wail is enough to Frighten everyone in the Passages!

    So I'm auto-failing the BYA check and because of the Fiend, that means that we're all Frightened.

    Knowing that we need Quinn to translate the evidence, and sensing that Val is a bit under the weather, I attempt to keep the Banshee occupied while Quin translates the Evidence. Harnessing my Arcane powers through my Frost Lance, I charge at the undead.

    Combat 21: 1d10 + 4 + 1d8 + 2 + 2d8 + 5 ⇒ (1) + 4 + (4) + 2 + (3, 3) + 5 = 22

    Roll Details:

    Combat - 1d10+4
    Frost Lance +2 - 1d8+2
    Recharge - 2d8
    Spell Power - 5

    Luckily I hit a weak spot and the Banshee falls.

    "

    Flenta wrote:

    Hand: Dwarven Earthbreaker +1, Four-Mirror Armor, Belt of Charging, Legionnaire Chaplain, The Rakshasa,

    Displayed:
    Deck: 14 Discard: 1 Buried: 1
    Current Location: Twisting Passages
    Hero Points: 9 // Flenta has the following scourges marked:
    Frightened:
    While Marked:
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

    When your location is closed, you may remove this scourge.


    NOTES:
    Other: Paizo reroll used for scenario 6-5A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Shizuru, Gem of Physical Prowess, Mountain Pattern Armor, Enervation, Chain Lightning, Fireball Beads
    Recharged: Whip of Centipedes, Tripartite Spear +2, Wand of Enervation, Shock Glaive +1, Mistform, Shieldsplitter Lance, Frost Lance +2, Death's Touch,
    Discard Pile: Scabbard Of Keen Edges,
    Buried Pile: Iomedae's Justice,

    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.

    "

    End of Turn Summary:
    Everyone at the Twisting Passages is Frightened. Banshee is cleared so only the Evidence is left.


    During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
    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: 6-5A: Searching for Clues

  • Harrow suit: Keys
    SETUP:
  • Before building the locations, search the vault for the monster Kazavon's Iron Golem and set it aside. After building locations, reload it into the Office.
  • All characters start at the the Office.

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose a new barrier.
  • Villain: None
  • Closing Henchmen: Evidences-Proxy A.

    DURING THIS SCENARIO:

  • At the start of your turn, examine the top card of your location. If it is a bane, encounter it and you may not evade your encounter. If it is a boon, you may recharge it into its location.
  • Characters may not move from the Office until it is closed, then must all move to the Twisting Passages.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    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:
    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 3
    Spoiler:
    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.

    Monster 4
    Spoiler:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

    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:
    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 2
    Spoiler:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

    Powers
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1+# Combat damage.
    After all encounters, if any character defeated this barrier, banish it.

    Barrier 3
    Spoiler:
    Forbiddance
    Barrier 5

    Traits
    Curse
    Trap
    Magic

    Check
    Wisdom
    13
    OR
    Arcane
    Divine
    15

    Powers
    If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
    • At the start of your turn, you may encounter this barrier.
    • When you would explore, first move to a random other location.
    • When this location is closed, banish this barrier.

    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:
    Labyrinth
    Barrier 1

    Traits
    Obstacle
    Veteran

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

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

    Random Weapons:
    Weapon 1
    Spoiler:
    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:
    Blackjack’s Rapier
    Weapon 4

    Traits
    Loot
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    Blackjack

    Check
    Strength
    Acrobatics
    Melee
    13

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.

    Weapon 3
    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 4
    Spoiler:
    Deathbane Throwing Axe
    Weapon 5

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    13

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
    If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
    You may use this power even if you have previously revealed this card on this check.

    Weapon 5
    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.

    Random Spells:
    Spell 1
    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 2
    Spoiler:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

    Powers
    When you encounter a non- Incorporeal monster, banish to evade it.
    On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.

    Spell 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:
    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 5
    Spoiler:
    Major Harrowing
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    14

    Powers
    Freely display at a location. While displayed:
    • On local checks that have a trait matching the adventure’s harrow suit, add 3; if the hour has a Suit trait matching the adventure’s harrow suit, add 2d4 instead.
    • When this location is closed, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 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:
    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 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:
    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:
    Dread Helm
    Armor 5

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Divine
    Fortitude
    12

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 3.
    If proficient, when you suffer any damage, freely reveal to reduce it by 2.
    Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
    After playing this armor, you may not play a Helm boon this encounter.

    Random Items:
    Item 1
    Spoiler:
    Ring Of Immolation
    Item 5

    Traits
    Accessory
    Fire
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    8
    OR
    Intelligence
    Arcane
    9

    Powers
    When you suffer Cold damage, freely reveal to reduce it by 4.
    On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.

    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:
    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:
    Headband Of Mental Superiority
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    13

    Powers
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.

    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:
    Zellara
    Ally 5

    Traits
    Undead
    Ghost
    Medium
    Harrow

    Check
    Wisdom
    Divine
    12
    OR
    Bury A Harrow
    Card
    0

    Powers
    Display. While displayed:
    • Harrow boons may be recharged instead of discarded.
    • You may ignore powers that happen when you examine cards.
    • At the end of the turn, bury.
    Bury to explore; you may recharge a Harrow boon to reload instead.

    Ally 3
    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 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:
    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:
    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:
    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 3
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check to close or to guard, add 1d4.

    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Blessing 4
    Spoiler:
    Norgorber’s Shadow
    Blessing 1

    Traits
    Deity: Norgorber
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Stealth
    5+#

    Powers
    WHEN THIS IS THE HOUR
    On your Stealth check or your check that invokes the Poison trait, add 1d4.

    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.

    Blessing 5
    Spoiler:
    Lady Despair
    Blessing 3

    Traits
    Deity: Urgathoa
    Divine

    Check
    Constitution
    Divine
    Fortitude
    8

    Powers
    WHEN THIS IS THE HOUR
    On your turn, if you would suffer a scourge, a random local character suffers it instead.

    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.

    Turn: 12 Quinn/wkover

    Top of Blessing Discard Pile: The Beating - When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.

    Top Blessing:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.


    Blessings Remaining: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 13 Valaros)
    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 2 (Turn 14 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 3 (Turn 15 Alahazra)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

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

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

    Blessings Deck Card 4 (Turn 16 Flenta)
    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.

    Blessings Deck Card 5 (Turn 17 Quinn)
    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.

    Blessings Deck Card 6 (Turn 18 Valaros)
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 7 (Turn 19 Radillo)
    Spoiler:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

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

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

    Blessings Deck Card 8 (Turn 20 Alahazra)
    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 21 Flenta)
    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 10 (Turn 22 Quinn)
    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.

    Blessings Deck Card 11 (Turn 23 Valaros)
    Spoiler:
    Blackfingers
    Blessing 3

    Traits
    Deity: Norgorber
    Divine

    Check
    Craft
    Divine
    Stealth
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check that invokes the Alchemical or Poison trait, add 1d4.

    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.

    Blessings Deck Card 12 (Turn 24 Radillo)
    Spoiler:
    The Prince Of Pain
    Blessing 3

    Traits
    Deity: Zon-kuthon
    Divine

    Check
    Constitution
    Divine
    Fortitude
    8

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a card, you may draw a card; if you do, discard the top card of your deck.

    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.

    Blessings Deck Card 13 (Turn 25 Alahazra)
    Spoiler:
    The Forge
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, add 1 for each type of boon played.

    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.

    Blessings Deck Card 14 (Turn 26 Flenta)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 15 (Turn 27 Quinn)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 16 (Turn 28 Valaros)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check to close or to guard, add 1d4.

    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Blessings Deck Card 17 (Turn 29 Radillo)
    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.

    Office
    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

    Spider Nest
    Traits: Underground, Wild
    At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
    When Closing: Summon and defeat the story bane Monstrous Spider.
    When Permanently Closed: No effect.
    M:5 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

    Spider Nest Card 1:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Spider Nest Card 2:
    Wyvern
    Monster 4

    Traits
    Dragon

    Check
    Combat
    18
    OR
    Survival
    12

    Powers
    Damage suffered from this monster may not be reduced.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.

    Spider Nest Card 3:
    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.

    Spider Nest Card 4:
    Andachi
    Ally 5

    Traits
    Undead
    Ghost
    Aristocrat

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury A Divine Boon
    0

    Powers
    Display. While displayed:
    • On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
    • At the end of the turn, banish.
    Bury to explore; you may bury a Divine boon to reload instead.

    Spider Nest Card 5:
    Baykok
    Monster 5

    Traits
    Trigger
    Undead

    Check
    Combat
    21

    Powers
    When examined, suffer 1d6 Force damage.
    Immune to Mental and Poison.
    Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
    If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.

    Spider Nest Card 6:
    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.

    Spider Nest Card 7:
    Banudor
    Weapon 5

    Traits
    Hammer
    Melee
    Bludgeoning
    Fire
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local Craft or Disable check, reload to add 1d8.

    Spider Nest Card 8:
    Ash Giant Zombie
    Monster 5

    Traits
    Undead
    Zombie

    Check
    Combat
    24

    Powers
    Immune to Cold, Electricity, Force, Mental, and 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.

    Spider Nest Card 9:
    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.

    Spider Nest Card 10:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

    Powers
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

    Twisting Passages
    Traits: Underground, Urban
    At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
    When Closing: Succeed at a Wisdom or Survival 5+# check.
    When Permanently Closed: Each local character moves to a random other location.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Flenta, Quinn, Val, Al

    Twisting Passages Card 1 - Evidence:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Cave
    Traits: Underground, Wild
    At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M:3 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1

    Cave Card 1:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Cave Card 2:
    Wyvern Poison
    Item 5

    Traits
    Liquid
    Alchemical
    Poison

    Check
    Intelligence
    Craft
    12

    Powers
    Display. While displayed:
    • On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Cave Card 3:
    Shining Child
    Monster 5

    Traits
    Outsider
    Fire

    Check
    Combat
    20

    Powers
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.

    Cave Card 4:
    Mantle Of Life
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    13

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.
    • On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

    Cave Card 5:
    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.

    Cave Card 6:
    Silver War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    5

    Powers
    Display. While displayed:
    • When you suffer Combat damage, reduce it by 1.
    • When you would discard cards as Combat damage, you may recharge them instead.
    • 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.

    Cave Card 7:
    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.

    Cave Card 8:
    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.

    Cave Card 9:
    Obsession Of Servitude
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

    Powers
    If undefeated, display this barrier.
    While displayed:
    • At the start of your turn, move to a random location.
    • Evade boons you encounter.
    • You may not play boons except during encounters with banes.
    • When a power would remove 1 of your scourges, you may instead banish this barrier.

    Cave Card 10:
    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.

    Pits
    Traits: Underground, Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M:1 Ba:1 W:0 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1
    Located here: Rad,

    Pits Card 1 - Restoration:
    Restoration
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

    Powers
    Banish to let a local character draw 2 cards. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.

    Pits Card 2:
    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.

    Pits Card 3:
    Brooch Of Protection
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Fortitude
    10

    Powers
    Display. While displayed:
    • When you suffer Combat or Force damage, reduce it by 1.
    • When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
    • When this card has 6 markers, bury it.

    Pits Card 4:
    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.

    Pits Card 5:
    Raccoon
    Ally 3

    Traits
    Animal

    Check
    Wisdom
    Survival
    12

    Powers
    On a local Dexterity non-combat or Disable check, recharge to add 1d8.
    Discard to explore. If you encounter a barrier, you may evade it and explore.

    Pits Card 6:
    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.

    Pits Card 7:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Pits Card 8:
    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.

    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 ?:1

    Dungeons Card 1:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Dungeons Card 2:
    Keen Spiked Chain
    Weapon 5

    Traits
    Chain
    Melee
    Piercing
    Finesse
    2-handed
    Magic

    Check
    Strength
    Acrobatics
    Melee
    15

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Dungeons Card 3:
    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.

    Dungeons Card 4:
    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.

    Dungeons Card 5:
    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.

    Dungeons Card 6:
    Soul Mistress
    Monster 5

    Traits
    Outsider
    Hag

    Check
    Combat
    21

    Powers
    Immune to Cold and Fire. Resistant to Attack.
    When you discard cards as damage, you must first choose items.
    If undefeated, suffer the scourge Plagued.

    Dungeons Card 7:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

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

    Dungeons Card 8:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Dungeons Card 9:
    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.

    Dungeons Card 10:
    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.

    Oubliette
    Traits: Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M:3 Ba:2 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1

    Oubliette Card 1:
    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.

    Oubliette Card 2:
    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.

    Oubliette Card 3:
    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.

    Oubliette Card 4:
    Obsession Of Battle
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

    Powers
    If undefeated, display this barrier.
    While displayed:
    • When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
    • When a power would remove 1 of your scourges, you may instead banish this barrier.

    Oubliette Card 5:
    Mammoth
    Monster 3

    Traits
    Animal

    Check
    Combat
    18
    OR
    Survival
    9

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

    Oubliette Card 6:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Oubliette Card 7:
    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.

    Oubliette 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.

    Oubliette Card 9:
    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.

    Oubliette Card 10:
    Warning Bells
    Barrier 5

    Traits
    Trigger
    Curse
    Undead

    Check
    Constitution
    Fortitude
    13
    OR
    Intelligence
    Perception
    15

    Powers
    When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
    If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.

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

    Base Card 1:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

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

    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:
    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 5:
    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 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

    Out of turn: Slick Leather recharged for off-turn combat damage.

    My turn. Hour: The Beating: From scenario, SOT examine of Evidence.

    Alahazra has an assistant pore over a book of legal text, who becomes increasingly alarmed. Wide-eyed, the aide hands the book to Quinn for interpretation.

    Know 15 w/ examination bonus, recharged Jasan: 1d10 + 6 + 1d8 + 1d6 ⇒ (10) + 6 + (5) + (5) = 26 - defeated and displayed (card healed: Rakshasa)

    Not only does Quinn catch a vital footnote that provides clarity, but he remedies 14 copyediting mistakes and sends a stern letter to the local law clerk.

    Now to close.

    Wis 10 w/ my Publican: 1d8 + 1 + 2d8 ⇒ (4) + 1 + (1, 2) = 8 - spending hero point to reroll

    Wis 10 w/ my Publican: 1d8 + 1 + 2d8 ⇒ (1) + 1 + (1, 3) = 6 - FAIL

    The clerk did not enjoy the investigator's rebuke, and decides to keep the office open until a formal apology is issued.

    Quinn wrote:

    Hand: Blackjack's Gear, Risibeth, Elixir of Focus, The Carnival, Blast Stone (Core), Ambrosia, Shock Kukri, Blackjack's Rapier,

    Displayed: Armor of Insults, Liquid Courage,
    Deck: 11 Discard: 2 Buried: 3
    Hero Points: 5
    "NOTES:
    Available Support: Any item buries to add 1d8+3 vs. local barrier.
    Other: Gear, Blast Stone are available to bury!"

    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 (upgraded), Lemore (upgraded)

    Twisting Passages is empty, but not closed. Liquid Courage removes my Frightened scourge.


    Radillo's Deck Manager

    Per Hangouts discussion, Val is stuck at Twisting Passages and will end their turn and reset their hand.

    Start of turn: The hour of Incitation
    When this is the hour: No effect.
    Examine top card at Pits: Restoration. Leave on top of deck.
    Move to Twisting Passages

    Hearing shouting emanating from the tunnels, Radillo returns to find her companions hopelessly lost.

    Attempt to close location. Recharge Rovagug's Destruction to bless twice and banish the top card of the hourglass: The Teamster (Blessing 1)
    Quinn uses Elixir of Focus for 1d10+4.
    Wisdom 5+#=11: 3d4 + 1d10 + 4 ⇒ (2, 4, 4) + (7) + 4 = 21 success
    Twisting Passages closed.Frightened scourges removed all around.

    Quinn hands her an elixir with the promise that it will attune her mind and help her focus. Radillo feels the power of the elixir course through her almost immediately. Her energy levels spike and her synapses fire at an incredible rate. She deduces the quickest way to freedom from the twisting passages. Quinn leans over to Val, "Never underestimate the power of a simple coffee bean elixir..."

    Move to Spider Nest upon location closing.
    End turn and reset hand.

    Radillo wrote:

    Hand: Death's Touch, Chain Lightning, Acadamae Scholar, Ice Chemist, Salvator Scream, Binder's Tome, Wand of Enervation,

    Displayed:
    Deck: 11 Discard: 5 Buried: 1
    Current Location: Spider Nest
    Hero Points: 9
    NOTES:
    Available Support: Blessing, Wand of Enervation and Binder's Tome 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). When another local character fails to acquire a boon, Radillo can banish a card to add it to her discards.
    Other: Dice Re-Roll Used for 5A?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Spellbook, Twisted Space, The Eclipse (Harrow), Fire Snake, Enervation, Channel the Gift, Create Mindscape, Bound Imp, Pyrotechnic Blast
    Recharged: Embiggen, Rovagug's Destruction (acquired),
    Discard Pile: Blessing of the Qi Zhong, Cloudburst, Blessing of Pharasma, Cleric of Nethys, Salvator Scream (acquired),
    Buried Pile: The Foreign Trader,

    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.
    [X] When another character at your location ( ☐ or at any location) fails to acquire a boon, you may banish a card to put that boon in your discard pile.


    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: Banish and Recover elixir for Radillo. Move to Cave when Passages are closed.

    Quinn wrote:

    Hand: Blackjack's Gear, Risibeth, The Carnival, Blast Stone (Core), Ambrosia, Shock Kukri, Blackjack's Rapier,

    Displayed: Armor of Insults, Liquid Courage,
    Deck: 12 Discard: 2 Buried: 3
    Hero Points: 5
    "NOTES:
    Available Support: Any item buries to add 1d8+3 vs. local barrier.
    Other: Gear, Blast Stone are available to bury!"

    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 (upgraded), Lemore (upgraded)


    Locations (A, F, R, Q, V): 5d5 ⇒ (5, 3, 5, 4, 2) = 19
    Al: Oubliette
    Flenta: Pits
    Rad: Oubliette
    Quinn: Dungeons
    Val: Cave


    During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
    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: 6-5A: Searching for Clues

  • Harrow suit: Keys
    SETUP:
  • Before building the locations, search the vault for the monster Kazavon's Iron Golem and set it aside. After building locations, reload it into the Office.
  • All characters start at the the Office.

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose a new barrier.
  • Villain: None
  • Closing Henchmen: Evidences-Proxy A.

    DURING THIS SCENARIO:

  • At the start of your turn, examine the top card of your location. If it is a bane, encounter it and you may not evade your encounter. If it is a boon, you may recharge it into its location.
  • Characters may not move from the Office until it is closed, then must all move to the Twisting Passages.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Dandasuka
    Monster 3

    Traits
    Outsider
    Rakshasa

    Check
    Combat
    11

    Powers
    Resistant to Attack. Vulnerable to Piercing.
    Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
    After the roll, if the check was not blessed, reroll 1 die showing the highest value.

    Monster 2
    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 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:
    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.

    Monster 5
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    11+##

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Curse Of The Worm
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Knowledge
    14
    OR
    Wisdom
    Divine
    12

    Powers
    If undefeated, display this barrier.
    While displayed:
    • At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
    • When a power would remove 1 of your scourges, you may instead banish this barrier.

    Barrier 2
    Spoiler:
    Assassination Squad
    Barrier 3

    Traits
    Trigger
    Skirmish
    Red Mantis

    Check
    None
    0

    Powers
    When examined, you may move to this location and encounter this barrier.
    When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.

    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:
    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 5
    Spoiler:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Random Weapons:
    Weapon 1
    Spoiler:
    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 2
    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 3
    Spoiler:
    Blackjack’s Rapier
    Weapon 4

    Traits
    Loot
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    Blackjack

    Check
    Strength
    Acrobatics
    Melee
    13

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.

    Weapon 4
    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 5
    Spoiler:
    Limning Starknife
    Weapon 4

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Respect
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    13

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
    On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
    After playing this weapon on a check, powers that reroll dice may be ignored.

    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:
    Scrying
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    14
    OR
    Wisdom
    Divine
    13

    Powers
    Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
    Shuffle the location, then reload any set-aside cards into the location in any order.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.

    Spell 3
    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 4
    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 5
    Spoiler:
    Icy Prison
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

    Powers
    For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.

    Random Armors:
    Armor 1
    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 2
    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 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:
    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.

    Armor 5
    Spoiler:
    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.

    Random Items:
    Item 1
    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 2
    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 3
    Spoiler:
    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.

    Item 4
    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 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Aerilaya
    Ally 5

    Traits
    Undead
    Banshee
    Barbarian

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury A Weapon
    0

    Powers
    Display. While displayed:
    • On local combat or Constitution checks, add 1d6.
    • At the end of the turn, banish.
    Bury to explore; you may bury a weapon to reload instead.

    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:
    Asyra
    Ally P5

    Traits
    Outsider
    Eidolon
    Arcane

    Check
    Arcane
    Divine
    13

    Powers
    On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word “bury” in this power as “discard.”
    Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.

    Ally 4Ally 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 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.

    Blessing 2
    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.

    Blessing 3
    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 4
    Spoiler:
    The Wind And The Waves
    Blessing 3

    Traits
    Deity: Gozreh
    Divine

    Check
    Wisdom
    Divine
    Survival
    8

    Powers
    WHEN THIS IS THE HOUR
    At the start of the turn, any character may recharge a card to move.

    On a local check, discard to bless.
    After the roll, if it is a check to close or to guard, the character may reroll.
    Discard to let a local character move, then you may explore.

    Blessing 5
    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.

    Turn: 15 Alahazra/magi210

    Top of Blessing Discard Pile: The Healing Light - When this is the hour: Characters cannot suffer scourges.

    Top Blessing:
    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.


    Blessings Remaining: 13
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 16 Flenta)
    Spoiler:
    Rovagug’s Destruction
    Blessing 2

    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.

    Blessings Deck Card 2 (Turn 17 Quinn)
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 3 (Turn 18 Valaros)
    Spoiler:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

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

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

    Blessings Deck Card 4 (Turn 19 Radillo)
    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 5 (Turn 20 Alahazra)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 6 (Turn 21 Flenta)
    Spoiler:
    Asmodeus’s Tyranny
    Blessing 2

    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.

    Blessings Deck Card 7 (Turn 22 Quinn)
    Spoiler:
    Blackfingers
    Blessing 3

    Traits
    Deity: Norgorber
    Divine

    Check
    Craft
    Divine
    Stealth
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check that invokes the Alchemical or Poison trait, add 1d4.

    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.

    Blessings Deck Card 8 (Turn 23 Valaros)
    Spoiler:
    The Prince Of Pain
    Blessing 3

    Traits
    Deity: Zon-kuthon
    Divine

    Check
    Constitution
    Divine
    Fortitude
    8

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a card, you may draw a card; if you do, discard the top card of your deck.

    On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
    Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.

    Blessings Deck Card 9 (Turn 24 Radillo)
    Spoiler:
    The Forge
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, add 1 for each type of boon played.

    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.

    Blessings Deck Card 10 (Turn 25 Alahazra)
    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 26 Flenta)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 12 (Turn 27 Quinn)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check to close or to guard, add 1d4.

    On any check, discard to bless.
    On a check to acquire, recharge to bless.
    Discard to explore.

    Blessings Deck Card 13 (Turn 28 Valaros)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Office
    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

    Spider Nest
    Traits: Underground, Wild
    At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
    When Closing: Summon and defeat the story bane Monstrous Spider.
    When Permanently Closed: No effect.
    M:5 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

    Spider Nest Card 1:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Spider Nest Card 2:
    Wyvern
    Monster 4

    Traits
    Dragon

    Check
    Combat
    18
    OR
    Survival
    12

    Powers
    Damage suffered from this monster may not be reduced.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.

    Spider Nest Card 3:
    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.

    Spider Nest Card 4:
    Andachi
    Ally 5

    Traits
    Undead
    Ghost
    Aristocrat

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury A Divine Boon
    0

    Powers
    Display. While displayed:
    • On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
    • At the end of the turn, banish.
    Bury to explore; you may bury a Divine boon to reload instead.

    Spider Nest Card 5:
    Baykok
    Monster 5

    Traits
    Trigger
    Undead

    Check
    Combat
    21

    Powers
    When examined, suffer 1d6 Force damage.
    Immune to Mental and Poison.
    Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
    If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.

    Spider Nest Card 6:
    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.

    Spider Nest Card 7:
    Banudor
    Weapon 5

    Traits
    Hammer
    Melee
    Bludgeoning
    Fire
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local Craft or Disable check, reload to add 1d8.

    Spider Nest Card 8:
    Ash Giant Zombie
    Monster 5

    Traits
    Undead
    Zombie

    Check
    Combat
    24

    Powers
    Immune to Cold, Electricity, Force, Mental, and 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.

    Spider Nest Card 9:
    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.

    Spider Nest Card 10:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

    Powers
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

    Twisting Passages
    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

    Cave
    Traits: Underground, Wild
    At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M:3 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
    Located here: Val,

    Cave Card 1:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Cave Card 2:
    Wyvern Poison
    Item 5

    Traits
    Liquid
    Alchemical
    Poison

    Check
    Intelligence
    Craft
    12

    Powers
    Display. While displayed:
    • On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Cave Card 3:
    Shining Child
    Monster 5

    Traits
    Outsider
    Fire

    Check
    Combat
    20

    Powers
    Immune to Fire and Poison. All damage is Fire.
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.

    Cave Card 4:
    Mantle Of Life
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    13

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.
    • On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

    Cave Card 5:
    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.

    Cave Card 6:
    Silver War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    5

    Powers
    Display. While displayed:
    • When you suffer Combat damage, reduce it by 1.
    • When you would discard cards as Combat damage, you may recharge them instead.
    • 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.

    Cave Card 7:
    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.

    Cave Card 8:
    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.

    Cave Card 9:
    Obsession Of Servitude
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

    Powers
    If undefeated, display this barrier.
    While displayed:
    • At the start of your turn, move to a random location.
    • Evade boons you encounter.
    • You may not play boons except during encounters with banes.
    • When a power would remove 1 of your scourges, you may instead banish this barrier.

    Cave Card 10:
    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.

    Pits
    Traits: Underground, Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M:1 Ba:1 W:0 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1
    Located here: Flenta,

    Pits Card 1 - Restoration:
    Restoration
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

    Powers
    Banish to let a local character draw 2 cards. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.

    Pits Card 2:
    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.

    Pits Card 3:
    Brooch Of Protection
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Fortitude
    10

    Powers
    Display. While displayed:
    • When you suffer Combat or Force damage, reduce it by 1.
    • When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
    • When this card has 6 markers, bury it.

    Pits Card 4:
    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.

    Pits Card 5:
    Raccoon
    Ally 3

    Traits
    Animal

    Check
    Wisdom
    Survival
    12

    Powers
    On a local Dexterity non-combat or Disable check, recharge to add 1d8.
    Discard to explore. If you encounter a barrier, you may evade it and explore.

    Pits Card 6:
    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.

    Pits Card 7:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Pits Card 8:
    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.

    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 ?:1
    Located here: Quinn,

    Dungeons Card 1:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Dungeons Card 2:
    Keen Spiked Chain
    Weapon 5

    Traits
    Chain
    Melee
    Piercing
    Finesse
    2-handed
    Magic

    Check
    Strength
    Acrobatics
    Melee
    15

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Dungeons Card 3:
    Asmodeus’s Tyranny
    Blessing 2

    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.

    Dungeons Card 4:
    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.

    Dungeons Card 5:
    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.

    Dungeons Card 6:
    Soul Mistress
    Monster 5

    Traits
    Outsider
    Hag

    Check
    Combat
    21

    Powers
    Immune to Cold and Fire. Resistant to Attack.
    When you discard cards as damage, you must first choose items.
    If undefeated, suffer the scourge Plagued.

    Dungeons Card 7:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

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

    Dungeons Card 8:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Dungeons Card 9:
    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.

    Dungeons Card 10:
    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.

    Oubliette
    Traits: Underground
    At This Location: Damage you suffer is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 5+# check.
    When Permanently Closed: You may heal an ally.
    M:3 Ba:2 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1
    Located here: Rad, Al

    Oubliette Card 1:
    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.

    Oubliette Card 2:
    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.

    Oubliette Card 3:
    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.

    Oubliette Card 4:
    Obsession Of Battle
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

    Powers
    If undefeated, display this barrier.
    While displayed:
    • When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
    • When a power would remove 1 of your scourges, you may instead banish this barrier.

    Oubliette Card 5:
    Mammoth
    Monster 3

    Traits
    Animal

    Check
    Combat
    18
    OR
    Survival
    9

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

    Oubliette Card 6:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

    Powers
    When examined, encounter this barrier; add 1d8 to your check to defeat.
    If defeated, display this barrier next to the scenario.

    Oubliette Card 7:
    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.

    Oubliette 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.

    Oubliette Card 9:
    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.

    Oubliette Card 10:
    Warning Bells
    Barrier 5

    Traits
    Trigger
    Curse
    Undead

    Check
    Constitution
    Fortitude
    13
    OR
    Intelligence
    Perception
    15

    Powers
    When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
    If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.

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

    Base Card 1:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

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

    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:
    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 5:
    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 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

  • Scarab Sages

    Deck Handler Oracle

    Turn 15: Healing Light
    When this is the Hour: Characters may not suffer scourges

    SoT: Adventure power, examine top two cards. (Venomous Dagger, Dream Spider)

    Recharge Venomous Dagger
    SoT: Character power, examine top two cards. (Dream Spider, Cayden Cailean's Revelry)

    Move: Pits
    Free Explore: Restoration (Divine 12)
    Reveal Tome to add 1d4

    Divine 12: 1d12 + 5 + 1d4 ⇒ (8) + 5 + (3) = 16 -> Added to hand.

    Discard Achaekek's claws to explore.

    Explore 2: Belt of Physical Might
    Autofail.

    Play Restorative Touch on Al. Heal: 1d4 + 1 ⇒ (1) + 1 = 2 (Achaekek's Claws, Fly)

    End turn. Examine top two of Pits (Brooch of Protection, Symbol of Insanity)

    Recover Restorative Touch 10: 1d12 + 5 + 1d4 ⇒ (2) + 5 + (1) = 8 -> Discarded.

    "

    Alahazra wrote:

    Hand: Bound Lantern Archon, Fly, Heat Metal, Binders Tome, Breath of Life, Restoration,
    Displayed:
    Deck: 10 Discard: 5 Buried: 1
    Hero Points: 9
    NOTES:
    Available Support: Binder's tome adds 1d4 to local combat or charisma checks on reveal. (Adds mental trait)
    Movement: Feel free to use blessings.
    Other: Reroll used

    Skills and Powers:
    SKILLS

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

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

    [x] You may recharge a spell to evade a barrier you encounter (☐ or to allow a character at your location to evade a barrier he encounters).

    "

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