
Valeros - Katlyn99 |

Off-turn actions:
Display and draw Angelic Armor for the 1 damage caused by the Rajambari. As such, for Turn 13, Valeros' hand does not change.
Reposting it here in case folks need to see whats in Vals hand and don't want to scroll up so far. ;)
"
Hand: Speed Battleaxe, Angelic Armor (Loot), Breakaway Spear, Frost Lance +2, Hat of Glamour,
Displayed:
Deck: 16 Discard: 0 Buried: 0
Current Location: Cave
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.
Middle of Deck (Unknown Order): Greatclub, Surgeon, Viking Shieldmaster, Blessing of Angradd, Soldier (Core), Blessing of Abadar, Belt of Physical Might (Curse), Blessing of Shizuru, Magic Full Plate (Core), Tripartite Spear +2, Evangelist, Fortified Breastplate, Staff of Minor Healing (Core)
Recharged: Retriever, Longsword +2, Spirit Sword,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☑ +1 ☑ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Armor Weapon
POWERS:
On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
☑ When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)

Flenta - Gimry |

========================
Flenta starts her turn.
Hour: Rovagug’s Destruction
Hour Power:On your check, you may banish a random blessing from your discards to bless.
Al informs me that she senses a very powerful Brooch nearby, but she also senses a nasty symbol. Following her lead, I head over to the Brooch and display it.
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.
Knowing that symbols are better left to those who subscribe to the elements of the Divine, I ask Al to use her Oracle powers to end me somewhere else I can be more useful.
Have Al Examine the top of The Spider Nest and Dungeons with Fly and then send me somewhere I can be more useful.
Pausing here to allow Al to handle the examines.

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Play Fly to move Flenta. Examine top two of Spider Nest (Evidence, Wyvern) and Dungeons (Evil Eye, Keen Spiked Chain)
Evidence trigger: Knowledge 15
Knowledge 15: 1d8 + 3 + 1d8 ⇒ (5) + 3 + (7) = 15 -> Success.
Encounter Monstrous Spider to close (Combat 20)
BYA: Auto fail, entangled.
Use fire bolt. Flip top card: Holy Javelin, recharged, +2 to check.
Banish Blessing of Abraxis to bless.
Reveal Tome to add 1d4.
Combat 20: 1d12 + 5 + 2d4 + 2 + 1d12 + 1d4 ⇒ (10) + 5 + (3, 3) + 2 + (6) + (2) = 31 -> Defeated. Spider nest is closed.
Evil Eye triggers. Al is dazed and it is banished.

Flenta - Gimry |

Al points out there is a Spiked Chain over in the Dungeons. Not really the weapon for a Sorceress, but Val might find a use for it!
Have Al fly me over to the Dungeons.
Discard my Legionnaire to explore again
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.
Melee 15: 1d10 + 4 + 1d10 ⇒ (3) + 4 + (2) = 9
Melee - 1d10+4
Blessed - 1d10
Recharge The Rakshasa to bless on Magic Checks.
Sorry, Val I tried.
"
Hand: Dwarven Earthbreaker +1, Mountain Pattern Armor, Belt of Charging, Gem of Physical Prowess, Fireball Beads,
Displayed: Brooch Of Protection, Four-Mirror Armor,
Deck: 12 Discard: 2 Buried: 1
Current Location: Dungeons
Hero Points: 9
NOTES:
Other: Paizo reroll used for scenario 6-5A?: N
Middle of Deck (Unknown Order): Chain Lightning, Blessing of Shizuru, Enervation
Recharged: Whip of Centipedes, Tripartite Spear +2, Wand of Enervation, Shock Glaive +1, Mistform, Shieldsplitter Lance, Frost Lance +2, Death's Touch, The Rakshasa,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
- Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
- Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Weapons ☑ Armors
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☑ or non-combat) check.
☑ You automatically succeed at your check to recharge (☑ or acquire) an item that has the Magic trait.

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Scratch previous post by Al. Since we can't close the nest remotely, autofail the evidence and shuffle it back in to the location.

![]() |

Random top card of Spider nest with second examine Random nest card: 1d10 ⇒ 9 -9 (Moon Maiden Armor)

BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
Story Banes | Scourges | Loot
During This Scenario: 6-5A: Searching for Clues
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Monster 3
Traits
Aberration
Aquatic
Check
Combat
19
Powers
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
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 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.
Barrier 4
Traits
Trap
Magic
Check
Intelligence
Knowledge
13
OR
Disable
12
Powers
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
Barrier 3
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Barrier 3
Traits
Trap
Magic
Check
Combat
16
OR
Acrobatics
Disable
Stealth
9
Powers
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
Barrier 3
Traits
Skirmish
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
13
Powers
If undefeated, reload a new monster into your location, then banish this barrier.
Barrier 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.
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 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
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 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
Traits
Sling
Ranged
Bludgeoning
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
Spell 5
Traits
Magic
Arcane
Divine
Attack
Check
Intelligence
Wisdom
Arcane
Divine
12
Powers
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Spell 4
Traits
Magic
Divine
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
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 0
Traits
Magic
Arcane
Divine
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
Freely display next to a local character and choose a skill. While displayed:
• On their checks using that skill, add 1+#.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
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
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.
Armor 4
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Armor 3
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
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.
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
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 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 5
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
13
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Item 4
Traits
Accessory
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
9
Powers
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
Ally 4
Traits
Aberration
Check
Wisdom
Survival
9
Powers
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards’ before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Ally 4
Traits
Human
Oracle
Respect
Check
Charisma
Diplomacy
Divine
12
OR
Recharge A Respect Boon
0
Powers
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
Ally 3
Traits
Loot
Human
Aristocrat
Check
Charisma
Diplomacy
7
OR
Banish A Weapon
0
Powers
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Ally 4
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 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.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 3
Traits
Deity: Irori
Divine
Check
Acrobatics
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
On your check, you may reroll any dice showing 1.
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
Your non-combat check against a bane is blessed.
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Blessing 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 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Turn: 16 Flenta/Gimry
Top of Blessing Discard Pile: Rovagug’s Destruction - When this is the hour: On your check, you may banish a random blessing from your discards to bless.
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 Remaining: 12
Blessings Deck
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Blessing 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.
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.
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
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Blessing 3
Traits
Deity: Norgorber
Divine
Check
Craft
Divine
Stealth
8
Powers
WHEN THIS IS THE HOUR
On your check that invokes the Alchemical or Poison trait, add 1d4.
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Blessing 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 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.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: 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 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 0
Traits
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
Notes: Evidence, Wyvern
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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,
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.
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.
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.
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.
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.
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.
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.
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.
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.
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:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Flenta, Al
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.
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.
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.
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.
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:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Quinn,
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.
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.
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.
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.
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.
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.
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.
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.
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,
Ally 3
Traits
Vermin
Check
Wisdom
Survival
10
OR
Craft
11
Powers
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
Blessing 1
Traits
Deity: 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.
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.
Monster 3
Traits
Animal
Check
Combat
18
OR
Survival
9
Powers
Before acting, each local character suffers 1 Combat damage.
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.
Monster 4
Traits
Vermin
Check
Combat
16
Powers
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
Monster 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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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 - Gimry |

Seeing the Oracle suffer through her visions, I ask her to send me to the Spider Nest in an attempt to track down the evidence she glimpsed.
Move to Spider Next and Discard Legionaire Chaplin to explore
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.
Auto Fail and Discard The Rakshasa to explore again
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.
Autofail that as well.
"
Hand: Dwarven Earthbreaker +1, Mountain Pattern Armor, Belt of Charging, Gem of Physical Prowess, Fireball Beads,
Displayed: Brooch Of Protection, Four-Mirror Armor,
Deck: 11 Discard: 3 Buried: 1
Current Location: Spider Nest
Hero Points: 9
NOTES:
Other: Paizo reroll used for scenario 6-5A?: N
Middle of Deck (Unknown Order): Blessing of Shizuru, Chain Lightning, Enervation
Recharged: Whip of Centipedes, Tripartite Spear +2, Wand of Enervation, Shock Glaive +1, Mistform, Shieldsplitter Lance, Frost Lance +2, Death's Touch,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
- Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
- Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Weapons ☑ Armors
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☑ or non-combat) check.
☑ You automatically succeed at your check to recharge (☑ or acquire) an item that has the Magic trait.
End of Turn Summary:
Acquired Item 5(Brooch) from Pit
Moved to Spiders Nest and cleared top 2 cards

wkover - Quinn |

Hour: The Peacock. WHEN THIS IS THE HOUR: On your check, if no boons are played, it is blessed.
Quinn struts over to the dungeon armory and picks out a pristine weapon.
Acro/Know 15 w/ reloaded Risibeth (for power), hour bonus: 1d10 + 6 + 5 + 1d10 ⇒ (4) + 6 + 5 + (2) = 17 - weapon 5 acquired
Discard Carnival to explore again, encounter Asmodeus's Tyranny (blessing).
Dip 10 w/ hour bonus: 1d6 + 2 + 1d6 ⇒ (6) + 2 + (2) = 10 - blessing acquired
Blessing discarded to explore, encounter Catoblepas.
Combat 22 (20+2) w/ spiked chain (recharging rapier), recharging blackjack's gear: 1d10 + 1d8 + 12 + 1d8 ⇒ (5) + (1) + 12 + (1) = 19 - fail, recharging armor for 2 combat damage (discarding Kukri for other damage); I'm now poisoned
Catoblepas shuffled back into Dungeons.
Using Ambrosia on self. Removes curse and heals. # cards healed?: 1d4 + 1 ⇒ (1) + 1 = 2: Carnival, Publican.
EOT examine of Dungeons. which card examined?: 1d7 + 2 ⇒ (1) + 2 = 3 - Catoblepas again. From trigger: Take one poison damage (Blast Stone), then shuffling Catoblepas back into location.
Hand: Blackjack's Gear, Slick Leather, Keen Spiked Chain, Asmodeus's Tyranny, The Rakshasa, Twitch Tonic (Core), The Publican, Cerulean Mastermind,
Displayed: Liquid Courage,
Deck: 14 Discard: 2 Buried: 3
Hero Points: 5
"NOTES:
Available Support: Any item buries to add 1d8+3 vs. local barrier.
Other: Gear is available to bury!"
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)
Cards 3-9 remain at Dungeons. Location is shuffled.

wkover - Quinn |

Minor hand update, since Tyranny shouldn't be in hand and Blast Stone should be in discards.
Hand: Blackjack's Gear, Slick Leather, Keen Spiked Chain, Elixir of Healing, The Rakshasa, Twitch Tonic (Core), The Publican, Cerulean Mastermind,
Displayed: Liquid Courage,
Deck: 12 Discard: 4 Buried: 3
Hero Points: 5
"NOTES:
Available Support: Any item buries to add 1d8+3 vs. local barrier.
Other: Gear is available to bury!"
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)

Valeros - Katlyn99 |

Hourglass Discard: The Big Sky
WHEN THIS IS THE HOUR: At the start of your turn, you may remove 1 of your scourges.
Move: Move to the spider nest
Moon Maiden Armor
Auto Fail =(
No fights for Val today. sigh
End of Turn Actions: Recharge Breakaway Spear from hand, hoping for an ally or blessing but no luck.
Hand: Speed Battleaxe, Angelic Armor (Loot), Magic Full Plate (Core), Frost Lance +2, Hat of Glamour,
Displayed:
Deck: 16 Discard: 0 Buried: 0
Current Location: Spider Nest
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.
Middle of Deck (Unknown Order): Staff of Minor Healing (Core), Greatclub, Blessing of Angradd, Blessing of Abadar, Tripartite Spear +2, Surgeon, Viking Shieldmaster, Blessing of Shizuru, Fortified Breastplate, Belt of Physical Might (Curse), Soldier (Core), Evangelist
Recharged: Retriever, Longsword +2, Spirit Sword, Breakaway Spear,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☑ +1 ☑ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Armor Weapon
POWERS:
On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
☑ When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)

Valeros - Katlyn99 |

Correction to turn. Forgot about the scenario power and didn't notice that Flenta had already encountered the armor at the spider nest. So let's try this again:
Hourglass Discard: The Big Sky
WHEN THIS IS THE HOUR: At the start of your turn, you may remove 1 of your scourges.
Start of Turn: Scenario rules - Examine top card of my location.
Encounter: Evidence
Auto fail, location is shuffled. Per location, Val is now Dazed.
Move: Move to the spider nest.
Explore: Wyvern
BYA: succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Fortitude 8: 1d8 + 2 ⇒ (2) + 2 = 4
Display and draw Angelic Armor to reduce the posion damage to 0. Val is now poisoned.
Discard breakaway spear.
Combat 18: 1d10 + 5 + 1d8 + 2 + 2d8 + 5 ⇒ (2) + 5 + (2) + 2 + (4, 6) + 5 = 26
Wyvern is defeated.
End of Turn Actions: Recharge breakaway spear.
Random card from hand recharged - Magic full plate
Hand: Speed Battleaxe, Angelic Armor (Loot), Frost Lance +2, Hat of Glamour,
Displayed:
Deck: 17 Discard: 0 Buried: 0
Current Location: Spider Nest
Hero Points Available: 4/4
Hero Points used: 0
Reroll Used: Yes // Valeros has the following scourges marked:Dazed:While Marked:
You may explore only once per turn and you may not examine locations.If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
Poisoned:While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: Feel free to recharge/reload a weapon/armor/ally to add a 1d6 to a local combat check (3 available).
Other: I can avenge by discarding. 0 blessing(s) available.
Middle of Deck (Unknown Order): Blessing of Abadar, Belt of Physical Might (Curse), Soldier (Core), Tripartite Spear +2, Blessing of Shizuru, Evangelist, Fortified Breastplate, Viking Shieldmaster, Surgeon, Greatclub, Staff of Minor Healing (Core), Blessing of Angradd
Recharged: Retriever, Longsword +2, Spirit Sword, Breakaway Spear, Magic Full Plate (Core),
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☑ +1 ☑ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Armor Weapon
POWERS:
On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
☑ When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)

Radillo - WilderRedbeard |

The hour of The Bear
When this is the hour: On your Strength check, add 2.
SoT examine of Oubliette: Dream Spider (Ally 3) - recharge into location.
Move to Pits
Joining Alahazra and Flenta at the Pits, Radillo is careful to watch her step. Al shows her a peculiar symbol which Radillo recognizes.
Explore:
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.
Arcane 12: 1d10 + 8 ⇒ (8) + 8 = 16 defeated
Her scholarly companion makes a breakthrough and determines the trigger of the symbols malicious arcane energy.
Discard Ice Chemist to explore. Recharge random ally - CoN, SS: 1d2 ⇒ 2
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.
Wisdom (Arcane) 12: 1d10 + 8 ⇒ (8) + 8 = 16 acquired
A racoon starts at their prescence and attempts to flee from the edge of a pit. Radillo grips it with her mental power and uses it to scout the area.
Discard Raccoon to explore. Recharge random ally - CoN, IC: 1d2 ⇒ 1
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.
Radillo carelessly runs the raccoon into a spiked set of plate armor. She feels the pierce of the metal spikes as if it were her own pain.
Discard Acadamae Scholar to explore. Recharge random ally - IC, SS, R: 1d3 ⇒ 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.
Intelligence 10+5=15: 2d10 + 4 ⇒ (10, 3) + 4 = 17 defeated
Draw 3 cards (Pyrotechnic Blast, Fire Snake & Create Mindscape) and recharge hand. Pits location closed.
Move to Base and explore per 4B reward: Pathfinder Chronicler, Pathfinder Bodyguard, Moise.
Draw Moise and heal a card: Blessing of the Qi Zhong.
Display Moise. Reset hand and end turn.
Hand: Channel the Gift, Enervation, Embiggen, Binder's Tome, Ice Chemist, Salvator Scream (acquired), Rovagug's Destruction (acquired),
Displayed:
Deck: 12 Discard: 5 Buried: 1
Current Location: Base
Hero Points: 9
NOTES:
Available Support: Blessing, Embiggen, 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
Middle of Deck (Unknown Order): Create Mindscape, Pyrotechnic Blast, Spellbook, Blessing of the Qi Zhong, Bound Imp, Fire Snake, Cleric of Nethys, Wand of Enervation, Chain Lightning, Death's Touch, The Eclipse (Harrow), Twisted Space
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence + 3
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma + 3
Favored Card: Spell or Ally
Hand Size: 6 ☑ 7 ☐ 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.

BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
Story Banes | Scourges | Loot
During This Scenario: 6-5A: Searching for Clues
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 0
Traits
Giant
Ogre
Veteran
Check
Combat
12+##
Powers
Before acting, each local character suffers 1 Combat damage.
Monster 4
Traits
Giant
Check
Combat
22
Powers
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Monster 3
Traits
Aberration
Basilisk
Check
Combat
14
Powers
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
Monster 3
Traits
Undead
Ghoul
Veteran
Check
Combat
13+##
Powers
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
Monster 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.
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 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 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
Traits
Skirmish
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
13
Powers
If undefeated, reload a new monster into your location, then banish this barrier.
Barrier 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.
Weapon 3
Traits
Sword
Melee
Slashing
Finesse
Magic
Red Mantis
Veteran
Check
Strength
Acrobatics
Melee
13
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
Weapon 5
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
Traits
Sling
Ranged
Bludgeoning
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
Weapon 4
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character’s combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
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.
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 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 3
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
Check
Intelligence
Wisdom
Arcane
Divine
11
Powers
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
12
Powers
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead.
Spell P2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Freely display next to a local character. While displayed:
• Exchange all of that character’s dice for dice of these sizes: d4→d8, d6→d10, d8→d12, d10→d12, d12→d20 (if you have one).
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
Armor 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
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 4
Traits
Shield
Offhand
Piercing
Respect
Magic
Check
Constitution
Fortitude
Melee
Survival
11
Powers
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 3
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
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.
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 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 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
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Item 4
Traits
Liquid
Paint
Respect
Check
Melee
Fortitude
7
Powers
Display. While displayed:
• When you suffer Electricity or Fire damage, reduce it by 3.
• When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
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 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 3
Traits
Outsider
Genie
Check
Charisma
Diplomacy
Knowledge
12
Powers
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
Ally 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
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.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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.
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.
Turn: 20 Alahazra/magi210
Top of Blessing Discard Pile: Benefaction - When this is the hour: No effect.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Remaining: 8
Blessings Deck
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.
Blessing 3
Traits
Deity: Norgorber
Divine
Check
Craft
Divine
Stealth
8
Powers
WHEN THIS IS THE HOUR
On your check that invokes the Alchemical or Poison trait, add 1d4.
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Blessing 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 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.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: 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 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 0
Traits
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:4 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Flenta, Val,
Notes: Evidence, Wyvern
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.
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.
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.
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.
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.
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.
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.
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
Notes: Evidence
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.
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.
Monster 4
Traits
Trigger
Aberration
Check
Combat
21
Powers
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
Monster 5
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.
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.
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.
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.
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.
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.
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
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: Al
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:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Quinn,
Notes: Catoblepas
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.
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.
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.
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.
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.
Monster 3
Traits
Aberration
Chimera
Check
Combat
9
THEN
Combat
10
THEN
Combat
11
Powers
Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.
Monster 4
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.
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
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.
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.
Monster 3
Traits
Animal
Check
Combat
18
OR
Survival
9
Powers
Before acting, each local character suffers 1 Combat damage.
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.
Monster 4
Traits
Vermin
Check
Combat
16
Powers
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
Monster 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.
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.
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.
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.
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.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Rad,
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.
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.
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.
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.
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

wkover - Quinn |

Out of turn: Discarding Publican for Radillo.
Hand: Blackjack's Gear, Slick Leather, Keen Spiked Chain, Elixir of Healing, The Rakshasa, Twitch Tonic (Core), Cerulean Mastermind,
Displayed: Liquid Courage,
Deck: 12 Discard: 5 Buried: 3
Hero Points: 5
"NOTES:
Available Support: Any item buries to add 1d8+3 vs. local barrier.
Other: Gear is available to bury!"
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)

![]() |

Off turn: Recharge Fly Divine 10: 1d12 + 5 + 1d4 ⇒ (9) + 5 + (1) = 15 -> Recharged.
Move to Oubliette when the Pits close.
Turn 20: SoT: Examine top two cards with scenario power. (Cayden Cailean's Revelry and Obsession of Battle)
Ignore character SoT power.
Play Bound Lantern Archon to examine top three cards. (Blessing of Sivanah, Create Mindscape, Fire Snake)
Draw Create Mindscape, put Fire Snake and Blessing of Sivanah back on top.
Display Create Mindscape.
Free Explore: Cayden Cailean's Revelry (Divine 9)
Reveal tome for 1d4, add mindscape for 1d4.
Divine 9: 1d12 + 5 + 1d4 + 1d4 ⇒ (10) + 5 + (4) + (3) = 22 -> Success, added to hand.
Discard Revelry to explore.
Obsession of Battle (Intelligence 13)
Int 13: 1d8 + 1 + 1d4 ⇒ (1) + 1 + (4) = 6 -> Failed, displayed Obsession of Battle.
End turn, reset hand.
Examine next two cards of Oubliette. (Mammoth, Evidence)
Evidence triggers.
Knowledge 15: 1d8 + 3 + 1d8 + 1d4 ⇒ (8) + 3 + (2) + (3) = 16 -> Success. Evidence displayed.
Close Oubliette Fort 10: 1d8 + 2 ⇒ (1) + 2 = 3 -> Failed.
End turn, reset hand. Discard heat metal.
"
Hand: Fire Snake, Blessing of Sivanah, Achaekek's Claws, Binders Tome, Breath of Life, Restoration,
Displayed: Create Mindscape, Obession of Battle,
Deck: 7 Discard: 7 Buried: 2
Hero Points: 9NOTES:
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
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 - Gimry |

========================
Flenta starts her turn.
Hour: Asmodeus’s Tyranny
Hour Power:When you fail a check, you may bury your hand and discards to reroll.
Examine Banudor and go ahead and recharge it.
Realizing we're running out of time, I quickly hurry past the hammer looking for more evidence.
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.
The bear is quick on its feet, but I am able to get a blast of my Fireball Beads off.
BYA Combat 16(6+10): 3d6 + 12 ⇒ (4, 6, 4) + 12 = 26
Fireball Beads - 3d6+12
The bear seems unphased by the fireball and continues to attack.
Combat 21(11+10): 1d10 + 4 + 2d6 + 1 + 1d6 ⇒ (5) + 4 + (2, 2) + 1 + (3) = 17
Combat - 1d10+4
Dwarven Earthbreaker +1 - 2d6+1
Recharge - 1d6
Unfortunately, my Earthbreaker lets me down and the bear continues to attack!
Calling upon my training of the past, I attempt to another assault at the bear.
Spend a Hero Point to reroll the whole roll. I have plenty(8 left)
Combat 21(11+10): 1d10 + 4 + 2d6 + 1 + 1d6 ⇒ (8) + 4 + (1, 3) + 1 + (6) = 23
Combat - 1d10+4
Dwarven Earthbreaker +1 - 2d6+1
Recharge - 1d6
With luck, I am able to finally defeat the bear.
"
Hand: Chain Lightning, Enervation, Mountain Pattern Armor, Belt of Charging, Gem of Physical Prowess,
Displayed: Brooch Of Protection, Four-Mirror Armor,
Deck: 11 Discard: 3 Buried: 1
Current Location: Spider Nest
Hero Points: 8
NOTES:
Available Support: Enervation is available
Other: Paizo reroll used for scenario 6-5A?: N (Hero Points Spent: 1)
Middle of Deck (Unknown Order): Blessing of Shizuru
Recharged: Whip of Centipedes, Tripartite Spear +2, Wand of Enervation, Shock Glaive +1, Mistform, Shieldsplitter Lance, Frost Lance +2, Death's Touch, Fireball Beads, Dwarven Earthbreaker +1,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
- Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
- Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Weapons ☑ Armors
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☑ or non-combat) check.
☑ You automatically succeed at your check to recharge (☑ or acquire) an item that has the Magic trait.

wkover - Quinn |

Hour: Blackfingers. WHEN THIS IS THE HOUR: On your check that invokes the Alchemical or Poison trait, add 1d4.
SOT examine of Dungeons, hit Evidence.
Know 15 (10+5) w/ examine bonus, buried gear: 1d10 + 6 + 1d8 + 1d8 + 3 ⇒ (2) + 6 + (1) + (7) + 3 = 19 - henchman defeated, card healed (Tyranny)
Need to defeat random barrier to close: Forbiddance.
Wis 13 w/ recharged Mastermind (burying armor): 1d8 + 1 + 1d10 + 6 ⇒ (8) + 1 + (1) + 6 = 16 - dungeons closed, card healed (Shock Kukri), location closed
Drawing card from Dungeons close: The Dance. From closing, move to the Cave. Explore, hit Mantle of Life. Auto-fail to acquire. Discard Rakshasa to explore again, encounter Evidence.
Know 15 (10+5) w/ buried Elixir: 1d10 + 6 + 1d8 + 3 ⇒ (4) + 6 + (2) + 3 = 15 - evidence defeated, card healed (The Publican)
To close have to defeat another random barrier: Symbol of Fear.
Asking for Al's blessing (Claws).
Int 10: 1d10 + 4 + 1d10 ⇒ (2) + 4 + (6) = 12 - defeated, card healed (Djinn), location closed
Am skipping free base explore, since would be better to assist with defeating barrers. So moving to Spider's Nest after closing.
Hand: B of Sages, The Dance, Keen Spiked Chain, Snakebite Dagger, Silver War Paint, Twitch Tonic (Core), The Publican, Asmodeus's Tyranny,
Displayed: Liquid Courage,
Deck: 11 Discard: 2 Buried: 6
Hero Points: 5
"NOTES:
Available Support: Any item buries to add 1d8+3 vs. local barrier.
Other: BoS adds 3d8 for per/know check."
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Knowledge: Intelligence +2
Disable: Intelligence +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
None
POWERS: (Empiricist)
For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On local check vs. barrier, may bury an item to add Perception.
At ([X] start or) end of turn, may examine top card of your location.
[X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
[X] When you defeat a barrier, you may heal a card.
Mat Reroll Used?: N
Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)
Cave and Dungeons closed. Quinn is at Spider's Nest. Alahazra's Claws blessing used.

BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
Story Banes | Scourges | Loot
During This Scenario: 6-5A: Searching for Clues
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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.
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.
Monster 5
Traits
Undead
Check
Combat
22
Powers
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
Monster 3
Traits
Animal
Check
Combat
17
Powers
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Monster 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.
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 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 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 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 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.
Weapon 4
Traits
Hammer
Melee
Bludgeoning
2-handed
Respect
Magic
Check
Strength
Melee
15
Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
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 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 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 P3
Traits
Object
Guillotine
Slashing
2-Handed
Check
Strength
12
Powers
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
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 3
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
Check
Intelligence
Wisdom
Arcane
Divine
11
Powers
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Spell P2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Freely display next to a local character. While displayed:
• Exchange all of that character’s dice for dice of these sizes: d4→d8, d6→d10, d8→d12, d10→d12, d12→d20 (if you have one).
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
Spell 4
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
10
Powers
Display next to a character. While displayed:
• On this character’s combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Spell 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.
Armor 4
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Armor 3
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 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 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
• On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
Armor P3
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Display. While displayed:
• You may evade Undead monsters you encounter.
• When you suffer any damage, you may draw this card to reduce it by 1.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
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
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
13
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Item 3
Traits
Instrument
Magic
Check
Constitution
Charisma
10
Powers
When a local character encounters a monster, display at your location.
While displayed:
• When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
• At the start of your turn, discard this card; if proficient, recharge it instead.
Item 3
Traits
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 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.
Ally 4
Traits
Aberration
Check
Wisdom
Survival
9
Powers
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards’ before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Ally 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 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 3
Traits
Human
Aristocrat
Rogue
Check
Charisma
Diplomacy
Stealth
12
Powers
On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Ally 3
Traits
Loot
Human
Aristocrat
Check
Charisma
Diplomacy
7
OR
Banish A Weapon
0
Powers
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
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 4
Traits
Deity: Achaekek
Divine
Check
Intelligence
Craft
8
Powers
WHEN THIS IS THE HOUR
Before acting against a story bane monster, draw 1 card then discard 1 card.
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
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.
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.
Turn: 23 Valaros/Katlyn99
Top of Blessing Discard Pile: The Prince Of Pain - 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.
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 Remaining: 5
Blessings Deck
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.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: 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 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 0
Traits
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:3 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Quinn, Flenta, Val,
Notes: Evidence, Banudor
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.
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.
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.
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.
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.
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.
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
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:
Pits
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
Notes:
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:1 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
Located here: Al
Notes: Create Mindscape displayed
Mammoth
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.
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 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.
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.
Monster 3
Traits
Animal
Check
Combat
18
OR
Survival
9
Powers
Before acting, each local character suffers 1 Combat damage.
Monster 1
Traits
Human
Rogue
Veteran
Check
Combat
9+##
OR
Stealth
5+#
Powers
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Monster 4
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.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Rad,
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.
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.
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.
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.
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

Valeros - Katlyn99 |

Hourglass Discard: The Prince Of Pain
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.
Start of Turn: Being Dazed prevents Val from examining the top card.
Explore: Ash Giant Zombie
Discard frost lance, reload speed battleaxe
Combat 24: 1d10 + 5 + 1d8 + 2 + 2d8 + 1d6 ⇒ (8) + 5 + (4) + 2 + (7, 2) + (2) = 30
End of Turn Actions: Recharge Frost lance
Reset Hand After reset, recharge random card from hand - Angelic Armor
Hand: Speed Battleaxe, Surgeon, Soldier (Core), Hat of Glamour,
Displayed:
Deck: 17 Discard: 0 Buried: 0
Current Location: Spider Nest
Hero Points Available: 4/4
Hero Points used: 0
Reroll Used: Yes // Valeros has the following scourges marked:Dazed:While Marked:
You may explore only once per turn and you may not examine locations.If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
Poisoned:While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: Feel free to recharge/reload a weapon/armor/ally to add a 1d6 to a local combat check (3 available).
Other: I can avenge by discarding. 0 blessing(s) available.
Middle of Deck (Unknown Order): Blessing of Shizuru, Belt of Physical Might (Curse), Blessing of Angradd, Fortified Breastplate, Staff of Minor Healing (Core), Greatclub, Viking Shieldmaster, Tripartite Spear +2, Evangelist, Blessing of Abadar
Recharged: Retriever, Longsword +2, Spirit Sword, Breakaway Spear, Magic Full Plate (Core), Frost Lance +2, Angelic Armor (Loot),
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☑ +1 ☑ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Armor Weapon
POWERS:
On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
☑ When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)

Valeros - Katlyn99 |

Turn edit:
mis-read Dazed scourge. Since I know my hand is getting shuffled, I hand the speed battleaxe to Quinn during my give card phase. As such, I reloaded my angelic armor to add the d6 to my combat check instead.
At end of turn, I shuffled my hand into my deck and removed the scourge Dazed.
I reset my hand and then recharge random card from hand due to Poisoned - Evangelist
Hand update:
Hand: Staff of Minor Healing (Core), Hat of Glamour, Greatclub, Frost Lance +2,
Displayed:
Deck: 16 Discard: 0 Buried: 0
Current Location: Spider Nest
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.
Middle of Deck (Unknown Order): Surgeon, Magic Full Plate (Core), Longsword +2, Belt of Physical Might (Curse), Blessing of Shizuru, Spirit Sword, Retriever, Fortified Breastplate, Blessing of Angradd, Soldier (Core), Angelic Armor (Loot), Tripartite Spear +2, Breakaway Spear, Blessing of Abadar, Viking Shieldmaster
Recharged: Evangelist,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☑ +1 ☑ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Armor Weapon
POWERS:
On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
☑ When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)
On Radillos turn I use the staff of minor healing to remove Scourge Poisoned.

Radillo - WilderRedbeard |

The hour of The Forge
When this is the hour: On your check, add 1 for each type of boon played.
Move to Oubliette
Things are heating up like an over-stoked forge. Time for Radillo to double her efforts.
Bury Moise to draw a card: Create Mindscape.
Alahazra may recharge a card and draw one
Display Create Mindscape next to Spider Nest.
Place Channel the Gift in recovery to draw Chain Lightning.
Explore:
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.
Wisdom (Charisma) 10: 1d12 + 7 + 2d8 + 1 ⇒ (8) + 7 + (5, 2) + 1 = 23 acquired
Discard Dream Spider to explore. Recharge random ally - SS, AS, Rac: 1d3 ⇒ 2
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.
Discard Ice Chemist to explore. Recharge random ally - SS, Rac, DS: 1d3 ⇒ 1
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.
End turn. Attempt recovery checks:
Embiggen - Arcane 10: 1d12 + 7 + 2d8 ⇒ (7) + 7 + (2, 4) = 20 recharged
Channel the Gift - Arcane 14: 1d10 + 7 + 2d4 ⇒ (7) + 7 + (3, 1) = 18 recharged
Recharge Channel the Gift first, then Embiggen.
Discard Rovagug's Destruction. Reset hand.
Hand: Fire Snake, Enervation, Chain Lightning, Binder's Tome, Cleric of Nethys, Blessing of the Qi Zhong, Salvator Scream (acquired),
Displayed:
Deck: 11 Discard: 6 Buried: 2
Current Location: Oubliette
Hero Points: 9
NOTES:
Available Support: 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. Radillo would like to attempt to avenge any failed encounters by characters at her location until the end of the scenario.
Other: Dice Re-Roll Used for 5A?: Y
Middle of Deck (Unknown Order): Twisted Space, Bound Imp, Wand of Enervation, Pyrotechnic Blast, Death's Touch, Spellbook
Recharged: The Eclipse (Harrow), Acadamae Scholar, Salvator Scream, Channel the Gift, Embiggen,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence + 3
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma + 3
Favored Card: Spell or Ally
Hand Size: 6 ☑ 7 ☐ 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.

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Off turn: Recharge Binder's tome to draw a card (Blessing of the Spellbound)
Turn 25: Incitation
When this is the Hour, No effect.
SoT: Scenario power: Examine top two cards (Warning Bells, Mammoth)
Trigger Warning Bells Mental damage: 1d4 ⇒ 1 -> Discard Restoration.
Encounter Warning Bells (Int 15)
Play Fire Snake to use Divine.
Recharge BotSpellbound to bless.
Radillo reveals Binder's tome to add 1d4. Mindscape adds 1d4.
Divine 15: 1d12 + 5 + 1d12 + 1d4 + 1d4 ⇒ (2) + 5 + (5) + (1) + (1) = 14
Spend hero point to reroll 1d12: 1d12 ⇒ 5 -> Success
Oops, hero point rerolls everything. Divine 15: 1d12 + 5 + 1d12 + 1d4 + 1d4 ⇒ (8) + 5 + (7) + (4) + (1) = 25 -> Success
Play Breath of Life to Heal: 1d4 + 1 ⇒ (4) + 1 = 5
Free Explore: Mammoth (Combat 18)
BYA each local character takes a point of combat damage. Discard Blessing of Sivanah
Use fire bolt. Flip top card (Holy Javelin, recharged, +2 to check)
Radillo reveals tome for 1d4, mindscape adds 1d4.
End turn. Reset hand. Nothing to shuffle back in for dazed.
Recover Fire Sanke 8: 1d12 + 5 + 1d4 + 1d4 ⇒ (10) + 5 + (4) + (2) = 21 -> Recharged
Recover Breath of Life 15: 1d12 + 5 + 1d4 + 1d4 ⇒ (10) + 5 + (3) + (3) = 21 -> Recharged
"
Hand: Restorative Touch, Blessing of the Spellbound 2, Blessing of the Spellbound 3, Mist Horn, Fly, Heat Metal,
Displayed: Create Mindscape, Obession of Battle,
Deck: 6 Discard: 6 Buried: 2
Hero Points: 8 // Alahazra has the following scourges marked:Dazed:While Marked:
You may explore only once per turn and you may not examine locations.If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
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
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).

BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
Story Banes | Scourges | Loot
During This Scenario: 6-5A: Searching for Clues
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 3
Traits
Fey
Check
Combat
14
Powers
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
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.
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 3
Traits
Construct
Golem
Check
Combat
18
Powers
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster’s immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
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 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.
Barrier 3
Traits
Obstacle
Construct
Elemental
Electricity
Check
Dexterity
Constitution
Acrobatics
Fortitude
10
Powers
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Barrier 4
Traits
Obstacle
Plant
Check
Intelligence
Knowledge
10
OR
Wisdom
Survival
7
Powers
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
• At the start of your turn, you may encounter this barrier.
• When this location is closed, banish this barrier.
Barrier 3
Traits
Trigger
Trap
Construct
Check
Wisdom
Disable
Perception
Stealth
13
Powers
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Weapon 5
Traits
Sling
Ranged
Bludgeoning
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
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 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 P3
Traits
Object
Guillotine
Slashing
2-Handed
Check
Strength
12
Powers
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
Weapon 4
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Spell 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
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 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 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 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.
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
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Armor 3
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 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
Traits
Light Armor
Magic
Check
Constitution
Acrobatics
Fortitude
10
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
Item 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 4
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
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
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 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.
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 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 4
Traits
Outsider
Agathion
Healing
Check
Wisdom
Survival
11
OR
Divine
9
Powers
At the end of a local character’s turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
Ally 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 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.
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessing 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 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
After your first exploration of your turn, you may discard a card to explore.
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Blessing 3
Traits
Deity: Asmodeus
Divine
Check
Charisma
Diplomacy
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would fail a check, you may bury 1 card to reroll 1 die.
On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed.
Blessing 1
Traits
Deity: 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.
Turn: 26 Flenta/Gimry
Top of Blessing Discard Pile: Irori’s Mastery - When this is the hour: On your blessed check, you may reroll any dice showing 1.
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 Remaining: 2
Blessings Deck
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 0
Traits
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:2 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Quinn, Flenta, Val,
Notes: Evidence, Banudor
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.
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.
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.
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.
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.
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
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:
Pits
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
Notes:
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:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Rad, Al
Notes: Create Mindscape displayed
Monster 1
Traits
Human
Rogue
Veteran
Check
Combat
9+##
OR
Stealth
5+#
Powers
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Monster 4
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.
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
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.
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.
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.
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.
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 - Gimry |

SoT examine
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.
Leave the Wayfinder on top since it's an auto acquire and then essentially 2 shots at the Evidence
Sensing we are quickly running out of time, I call upon the ancient magics to guide my hand towards the finish.
As if by fate, the Magics reveal a wayfinder that might just point the way to the evidence!
Auto-Acquire Wayfinder (Magic-Item power)
Discard the Wayfinder to examine/may shuffle/explore
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.
As my hands are guided by the forces of the Arcane, I find the bit of evidence we need! Rushing over to Quinn, I ask him for his aid in deciphering it.
Knowledge 15(10+5): 1d10 + 5 + 1d8 + 3d8 + 1d8 + 3 ⇒ (10) + 5 + (5) + (6, 8, 7) + (4) + 3 = 48
Knowledge - 1d10+5
Examine Evidence - 1d8
B. Of Sages - 3d8
Quinn Power -1d8+3
Recharge Gem of Physical Prowess to use Str die in place of Int die
Unfortunately, the Evidence was guarded by the Queen Spider of the Nest!
COMBAT
10
+##
TRAITS
VERMIN
VETERAN
TYPE
MONSTER
POWERS
Cannot be evaded. All damage is Poison.
Before acting, succeed at a Strength, Acrobatics, or Perception 3+# check or suffer the scourge Entangled.
If undefeated, suffer the scourge Poisoned.
BYA Strength 8(3+5): 1d10 + 2 ⇒ (2) + 2 = 4
Strength - 1d10+2
Become Entangled, but assuming I beat the spider, it just goes away
The spider is able to entangle me in her web! Luckily I am a Sorceress and don't need to be in melee range of the beast!
I quickly cast Enervation to prepare my assault!
Enervation: 2d4 ⇒ (3, 4) = 7
I ask Val to lend me a hand with the Spider and as they attack, I launch Chain Lightning at the vermin.
Combat 13(10+10-7): 1d8 + 5 + 3d6 + 1d6 ⇒ (6) + 5 + (6, 1, 4) + (6) = 28
Arcane - 1d8+5
Chain Lightning - 3d6
Val's Aid - 1d6
The spell lands true and with the aid of Vals mighty club, the mighty beast falls in a wave of electricity!
Use Power to move to the base and acquire a supporter
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.
I have Jayna's Supporter Feat
I will then recharge a card to grab my Wand of Enervation(Top of deck now, I've cycled through)
Recovery Phase.
Grab Dragon's Breath as a NEW Spell from the Box
Grab Enhance as a NEW Spell from the Box
"
Hand: Tripartite Spear +2, Whip of Centipedes, Wand of Enervation, Belt of Charging, Blessing of Shizuru,
Displayed: Brooch Of Protection, Four-Mirror Armor, Jayna Lemore,
Deck: 11 Discard: 4 Buried: 1
Current Location: Oubliette
Hero Points: 8
NOTES:
Available Support: Enervation is available and so is Blessing
Other: Paizo reroll used for scenario 6-5A?: N (Hero Points Spent: 1)
Middle of Deck (Unknown Order): 0
Recharged: Shock Glaive +1, Mistform, Shieldsplitter Lance, Frost Lance +2, Death's Touch, Fireball Beads, Dwarven Earthbreaker +1, Gem of Physical Prowess, Dragon’s Breath, Enhance, Mountain Pattern Armor,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
- Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
- Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Weapons ☑ Armors
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☑ or non-combat) check.
☑ You automatically succeed at your check to recharge (☑ or acquire) an item that has the Magic trait.
2 Cards and 2 turns left!!! I have a Blessing, Enervate and Jayna if needed

![]() |

At the start of Quin's turn,, Al will play Restorative touch to remove Obsession of Battle.

wkover - Quinn |

Out of turn: Recharge BoS, bury Tonic for Flenta.
Hour: Abadar’s Law. WHEN THIS IS THE HOUR. On your check to close or to guard, add 1d4.
SOT examine of Oubliette, per scenario: Sczarni Thief. Encounter Thief. BYA has no effect, since am not alone. Asking for Val support.
Combat 19 w/ Chain (recharging paint), Mindscape, Val support, Rad's Tome: 1d10 + 1d8 + 12 + 1d4 + 1d6 + 1d4 ⇒ (1) + (4) + 12 + (2) + (5) + (1) = 25 - thief defeated
It takes a dim thief to extort a representative of the law. The attempt does not end well.
Give Dance blessing to Radillo.
Now for regular explore: Cytillipede. Will banish/recover Liquid Courage to ignore BYA, which allows me to play a weapon.
Combat 16 w/ Chain (reloading chain), Mindscape, Val support, Rad's Tome: 1d10 + 1d8 + 13 + 1d4 + 1d6 + 1d4 ⇒ (8) + (2) + 13 + (1) + (4) + (3) = 31 - defeated
Distracted by the brigand, Quinn almost misses the twisted insect preparing to strike. It's cut down with a barbed chain, bubbling and oozing as it expires.
Now to close Oubliette.
Con 10 w/ Dance blessing (held by Rad), hour bonus: 3d6 + 1d4 ⇒ (5, 6, 6) + (4) = 21 - Oubliette closed
We win!

Radillo - WilderRedbeard |

During Al's turn, take some damage.
Mental damage: 1d4 ⇒ 4 Discard Salvator Scream, Cleric of Nethys, Blessing of Qi Zhong, Chain Lightning
Mammoth encounter: Discard Enervation for BA Combat damage
Fire Snake to recovery. Create Mindscape adds 1d4.
Survival (Arcane) 9: 1d10 + 7 + 1d4 ⇒ (9) + 7 + (1) = 17 success
Binder's Tome still available!
Hand: Binder's Tome,
Displayed:
Deck: 11 Discard: 11 Buried: 2
Current Location: Oubliette
Hero Points: 9
NOTES:
Available Support: 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. Radillo would like to attempt to avenge any failed encounters by characters at her location until the end of the scenario.
Other: Dice Re-Roll Used for 5A?: Y

BR Mork |
DEVELOPMENT:
You scoured the manor, uncovering hidden doorways and evading the traps and guardians meant to protect the secrets hidden within. You recovered several letters between the Lupescinov family and some of the Whispering Tyrant’s henchmen, outlining the plan to conquer Ardis. Not only did the rakshasa intend to manipulate his way into power over Ardis, but he also planned to take over all of Ustalav and offer it up as a pawn for the Whispering Tyrant to play with as he pleased. Lupescinov’s records also reveal the rakshasa’s role in your own troubles in the city, how he poisoned the minds of Ardis’s people against you. For someone who claimed to have seen you as nothing more than a lowly wretch to his own greatness, he certainly put considerable effort into throwing obstacles in your path.
But Lupescinov’s schemes aren’t finished. Despite his death, it seems that plans are already in motion to conquer Ardis with undead, and the first blow is due to be struck tonight!
SCENARIO REWARD:
Spell 6
Traits
Loot
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
16
Powers
Display. While displayed:
• On local characters’ checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.
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.
ACQUIRED CARDS:
Weapon 5 Keen Spiked Chain
Weapon 5 Speed Battleaxe
Spell 5 Breath Of Life
Spell 3 Dragon’s Breath
Spell 0 Enhance
Spell 3 Mistform
Spell 4 Restoration
Item 4 Blackjack’s Gear
Item 4 Blue War Paint
Item 5 Brooch Of Protection
Item 3 Red Mantis Mask
Item 5 Scabbard Of Keen Edges
Item 3 Wayfinder
Ally 3 Dream Spider
Ally 3 Raccoon
Ally 5 Risibeth
Ally 4 Salvator Scream
Ally 4 Sklar-quah Thundercaller
Blessing 1 Asmodeus’s Tyranny
Blessing 1 Cayden Cailean’s Revelry
Blessing 1 Rovagug’s Destruction
Blessing 1 The Rakshasa

BR Mork |
6-5B: Race for the Cemetery
If the scattered letters and notes that you recovered at the Lupescinov manor mean what you think they mean, then you have no time to waste.
The power-hungry rakshasa may have wanted to rule Ustalav at the right hand of the Whispering Tyrant, but it appears that the lich already had specific plans in mind for the region. When Lupescinov warned you with his dying breath that the city would fall to the Tyrant’s minions, it seems that he was referring to the many necromancers eager to join the reawakened lich’s conquest across Golarion.
Ardis is to be merely the first in a great many towns that the Tyrant plans to raze in order to add the newly slain to his ever-growing army of undead. The ancient cemetery has been selected as the first target, and it is up to you to sound the alarm for the unwitting townsfolks lest they be overwhelmed by these shambling horrors.
By the time you arrive, however, it’s too late to merely raise an alarm. The ground glows with an eerie, pale green light, indicating that the graveyard has already been suffused with negative energy. The scent of fresh dirt mingles with the reek of decay. The ground trembles and bony figures begin to claw their way out from beneath their gravestones. As an ear-splitting screech pierces the night, the glowing blue form of a banshee glides out from a nearby mausoleum.
Lupescinov’s notes described a protocol in case the attack at the graveyard needed to be called off: reactivating an ancient series of wards upon the graveyard. Unfortunately, he didn’t do you the courtesy of explaining the plan clearly. You must decipher the ancient writing in the notes to resanctify these holy grounds while also fending off attacks from the restless spirits who are emerging in droves from every dark corner. With every passing moment, the spirits grow stronger!
LOCATIONS:
1-Base
1-Trail
1-6-Graveyard
SETUP:
STORY BANES:
DURING THIS SCENARIO:

BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
Story Banes | Scourges | Loot
During This Scenario: 6-5B: Race for the Cemetery
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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.
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
Traits
Undead
Skeleton
Check
Combat
23
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
Monster 4
Traits
Animal
Swarm
Check
Combat
10
THEN
Combat
11
THEN
Combat
12
Powers
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
Monster 1
Traits
Halfling
Wizard
Veteran
Check
Combat
10+##
OR
Intelligence
Arcane
7+#
Powers
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Barrier 3
Traits
Skirmish
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
13
Powers
If undefeated, reload a new monster into your location, then banish this barrier.
Barrier 2
Traits
Task
Undead
Veteran
Trigger
Check
Charisma
Diplomacy
8+#
OR
Divine
6+#
Powers
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Barrier 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 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 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.
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 3
Traits
Knife
Melee
Slashing
Electricity
Finesse
Magic
Check
Strength
Acrobatics
Melee
12
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Weapon 4
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 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
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.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
Check
Intelligence
Wisdom
Arcane
Divine
11
Powers
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
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 4
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
10
Powers
Display next to a character. While displayed:
• On this character’s combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Spell 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
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.
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 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
• On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
Armor 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.
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
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.
Item 5
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
13
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
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.
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
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 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.
Ally 3
Traits
Animal
Check
Wisdom
Survival
12
Powers
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.
Ally 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 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 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.
Blessing 3
Traits
Deity: Sarenrae
Divine
Check
Wisdom
Divine
8
Powers
WHEN THIS IS THE HOUR
Characters cannot suffer scourges.
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Blessing 3
Traits
Deity: Iomedae
Divine
Check
Charisma
Diplomacy
Divine
8
Powers
WHEN THIS IS THE HOUR
On your check, you may discard an armor or the top card of your deck to add 1d6.
On another character’s check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 1
Traits
Suit: 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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard or bury an armor you play, you may recharge it instead.
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Turn: 1 Valaros/Katlyn99
Top of Blessing Discard Pile: The Waxworks - When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessings Remaining: 29
Blessings Deck
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 1
Traits
Suit: 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 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessing 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish
A
Boon
5+#
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 3
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 3
Traits
Deity: Torag
Divine
Check
Strength
Craft
Divine
8
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. This exploration, when any character suffers damage, reduce it by 2.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Blessing 2
Traits
Deity: Zon-kuthon
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
After discarding any number of cards as damage, draw a card.
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
Your Survival check is blessed.
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Blessing 2
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 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Blessing 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 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 3
Traits
Deity: 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.
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessing 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 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 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Blessing 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.
Trail
Traits: Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M:4 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Notes: Unhallowed and Withering in effect
Story Bane Barrier 5
Traits
Skirmish
Undead
Incorporeal
Check
Combat
28
OR
Dexterity
Acrobatics
Wisdom
11
Powers
Immune to Cold, Mental, and Poison.
Resistant to Attack.
Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card.
If undefeated, suffer the scourges Drained and Exhausted.
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.
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.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Craft
Disable
6+#
Powers
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
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.
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.
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 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.
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.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Graveyard
Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
Notes: Unhallowed and Withering in effect
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.
Story Bane Monster 5
Traits
Undead
Incorporeal
Check
Combat
23
OR
Divine
13
Powers
Immune to Mental and Poison.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster cannot be reduced.
After acting, suffer the scourge Drained.
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.
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.
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.
Weapon P3
Traits
Object
Guillotine
Slashing
2-Handed
Check
Strength
12
Powers
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
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.
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 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.
Graveyard 2
Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
Notes: Unhallowed and Withering in effect
Monster 3
Traits
Animal
Check
Combat
17
Powers
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Monster 5
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.
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.
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.
Story Bane Monster 5
Traits
Undead
Incorporeal
Check
Combat
26
OR
Divine
13
Powers
Immune to Mental and Poison.
Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
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.
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.
Monster 4
Traits
Trigger
Aberration
Check
Combat
21
Powers
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
Monster 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.
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.
Graveyard 3
Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
Notes: Unhallowed and Withering in effect
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.
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.
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.
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.
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.
Monster 5
Traits
Undead
Check
Combat
22
Powers
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
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.
Monster 3
Traits
Undead
Ghoul
Veteran
Check
Combat
13+##
Powers
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
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.
Graveyard 4
Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
Notes: Unhallowed and Withering in effect
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.
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.
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.
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Barrier 4
Traits
Obstacle
Plant
Check
Intelligence
Knowledge
10
OR
Wisdom
Survival
7
Powers
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
• At the start of your turn, you may encounter this barrier.
• When this location is closed, banish this barrier.
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.
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 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
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.
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.
Graveyard 5
Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
Notes: Unhallowed and Withering in effect
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.
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.
Monster 3
Traits
Aberration
Aquatic
Check
Combat
19
Powers
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
Monster 1
Traits
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.
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.
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.
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.
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
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.
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.
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
Notes: Unhallowed and Withering in effect
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
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.
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.
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.
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.
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.

wkover - Quinn |

Will start at Trail. Swapping in Zellara loot.
Hand: The Publican, Twitch Tonic (Core), The Carnival, Cerulean Mastermind, Elixir of Healing, Keen Spiked Chain, Ambrosia, Blast Stone (Core),
Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 5
"NOTES:
Available Support: Any item buries to add 1d8+3 vs. local barrier. "
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Knowledge: Intelligence +2
Disable: Intelligence +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
None
POWERS: (Empiricist)
For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On local check vs. barrier, may bury an item to add Perception.
At ([X] start or) end of turn, may examine top card of your location.
[X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
[X] When you defeat a barrier, you may heal a card.
Mat Reroll Used?: N
Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)

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Al will start at the Trail
Card upgrade: Wayfarer
"
Hand: Blessing of the Spellbound 1, Blessing of Abraxis, Blessing of Sivanah, Binders Tome, Restorative Touch, Fly,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 8
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
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 - Gimry |

Necromancy and graveyards. Yuck.
Start at Trail
Embiggen and Enervation available
"
Hand: Flaming Longsword +3, Whip of Centipedes, Embiggen, Belt of Charging, Wand of Enervation,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Trail
Hero Points: 8
NOTES:
Available Support: Embiggen and Enervation available
Other: Paizo reroll used for scenario 6-5D?: N
Middle of Deck (Unknown Order): Enervation, Fireball Beads, Death's Touch, Gem of Physical Prowess, Dwarven Earthbreaker +1, Blessing of Shizuru, Four-Mirror Armor, Tripartite Spear +2, Legionnaire Chaplain, Mountain Pattern Armor, Sadomasochism, Iomedae's Justice, The Rakshasa, Frost Lance +2, Shock Glaive +1
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
- Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
- Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Weapons ☑ Armors
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☑ or non-combat) check.
☑ You automatically succeed at your check to recharge (☑ or acquire) an item that has the Magic trait.

Radillo - WilderRedbeard |

Swap in Disintegrate for Pyrotechnic Blast. Add Loot Blessing Pharasma's Knowing in place of Salvator Scream.
Radillo will start at Trail
Hand: Create Mindscape, Binder's Tome, Spellbook, Cleric of Nethys, Ice Chemist, Acadamae Scholar, Blessing of the Qi Zhong,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Trail
Hero Points: 9
NOTES:
Available Support: 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. Radillo would like to attempt to avenge any failed encounters by characters at her location until the end of the scenario.
Other: Dice Re-Roll Used for 5B?: N
Middle of Deck (Unknown Order): Pharasma's Knowing (loot), Twisted Space, Blessing of Pharasma, The Foreign Trader, Cloudburst, Fire Snake, Wand of Enervation, Disintegrate, Enervation, Chain Lightning, Bound Imp, Death's Touch, Embiggen, Channel the Gift
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence + 3
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma + 3
Favored Card: Spell or Ally
Hand Size: 6 ☑ 7 ☐ 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.

Valeros - Katlyn99 |

Valeros joins everyone at the trail whistling under their breath. Then they begin to sing.... "an undead hunting we shall go, an undead hunting we shall go, hi ho the merry o an undead hunting we shall go!"
Ring of stony flesh replaces staff of minor healing in Vals deck.
Hand: Ring of Stony Flesh, Angelic Armor (Loot), Fortified Breastplate, Spirit Sword, Longsword +2,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Trail
Hero Points Available: 5/5
Hero Points used: 0
Reroll Used: No
NOTES:
Available Support: Feel free to recharge/reload a weapon/armor/ally to add a 1d6 to a local combat check (4 available).
Other: I can avenge by discarding. 0 blessing(s) available.
Middle of Deck (Unknown Order): Soldier (Core), Blessing of Shizuru, Frost Lance +2, Evangelist, Greatclub +3, Belt of Physical Might (Curse), Surgeon, Hat of Glamour, Blessing of Abadar, Tripartite Spear +2, Retriever, Magic Full Plate (Core), Viking Shieldmaster, Blessing of Angradd, Breakaway Spear
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☑ +1 ☑ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Armor Weapon
POWERS:
On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
☑ When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)

Valeros - Katlyn99 |

Hourglass Discard: The Waxworks
WHEN THIS IS THE HOUR: discard a blessing or suffer the scourge Exhausted.
Start of Turn: Valeros doesn't have a blessing in hand, so they are Exhausted
Explore: Danse Macabre
BYA: each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card.
Pausing here to wait for us to figure out how to dance....
Per hangouts: the player to your left would be the player after you in turn order
Continuing turn....
random card from Radillo's hand. Previously rolled and got create mindscape and then the website timed out.... hopefully its ok to keep that instead of rerolling.
Val chooses to fight the Wraith.
Explore: Wraith
Encounter: [url=][/url]
discard spirit sword. recharge fortified breastplate
Combat 13+5+5: 1d10 + 5 + 1d6 + 1 + 2d8 ⇒ (10) + 5 + (6) + 1 + (7, 1) = 30
Val can't go again so once everyon else is done dancing, I will post my updated khand and end my turn
Pausing here for everyone to dance....

wkover - Quinn |

Out of turn: Flenta gets which card from Quinn?: 1d8 ⇒ 1 - The Publican. Which card does Quinn get from Val?: 1d5 ⇒ 3 - Fortified Breastplate. Now fighting a Wraith.
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Combat 23 w/ Chain (reloading Breastplate), banishing Blast Core: 1d10 + 1d8 + 12 + 2d4 ⇒ (6) + (3) + 12 + (1, 1) = 23 - Wraith defeated
Hand: Twitch Tonic (Core), The Carnival, Cerulean Mastermind, Elixir of Healing, Keen Spiked Chain, Ambrosia,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 5
"NOTES:
Available Support: Any item buries to add 1d8+3 vs. local barrier. "
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Knowledge: Intelligence +2
Disable: Intelligence +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
None
POWERS: (Empiricist)
For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On local check vs. barrier, may bury an item to add Perception.
At ([X] start or) end of turn, may examine top card of your location.
[X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
[X] When you defeat a barrier, you may heal a card.
Mat Reroll Used?: N
Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)
Flenta got Publican from Quinn. Quinn got Val's Fortified Breastplate.

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On Val's turn: Radillo gets: 1d6 ⇒ 6 -> Fly
Wraith (Combat 23)
Flip top card (cleric of Nethys, discarded, +2)
Recharge (discard) blessing of the spellbound to bless.
Combat 23: 1d12 + 5 + 2d4 + 2 + 1d12 ⇒ (1) + 5 + (2, 1) + 2 + (4) = 15 -> Discard hand.

Valeros - Katlyn99 |

Edit: Quinn got Val's fortified breastplate so Val reloaded the angelic armor instead during the combat.
Will post the rest of the encounter defeat check and my hand once the dances are done.

Flenta - Gimry |

On Val's turn: Al Gets: 1d5 ⇒ 2 ->Whip of Centipedes
Wraith (Combat 23)
Combat 23(13+10): 1d10 + 5 + 1d8 + 3 + 1d8 ⇒ (10) + 5 + (4) + 3 + (1) = 23
Combat - 1d10+5
Flaming Longsword +3 - 1d8+3
Belt of Charging - 1d8

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Belatedly spending s hero point to reroll that garbage fire bolt against the wraith.
Reroll fire bolt 23: 1d12 + 5 + 2d4 + 2 + 1d12 ⇒ (8) + 5 + (4, 3) + 2 + (4) = 26 -> Success

Radillo - WilderRedbeard |

As noted in Hangouts, Rad should have swapped in Pharasma's Knowing for another blessing. Blessing of Pharasma will sit out instead of Salvator Scream.
Radillo gets Fly from Alahazra. Instead of encountering a Wraith with no attack spells, Radillo will bury a random card (1 is Al's Fly): 1d7 ⇒ 3 Spellbook buried.
Hand: Fly (Al's), Binder's Tome, Cleric of Nethys, Ice Chemist, Acadamae Scholar, Blessing of the Qi Zhong,
Displayed:
Deck: 14 Discard: 0 Buried: 1
Current Location: Trail
Hero Points: 9
NOTES:
Available Support: 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. Radillo would like to attempt to avenge any failed encounters by characters at her location until the end of the scenario.
Other: Dice Re-Roll Used for 5B?: N

Valeros - Katlyn99 |

continuing the encounter:
Encounter: Danse Macabre
discard longsword, use quinns carnival to bless
Combat 28: 2d10 + 5 + 1d6 + 1 + 2d8 ⇒ (2, 1) + 5 + (1) + 1 + (5, 3) = 18 spending a hero point to reroll
Combat 28: 2d10 + 5 + 1d6 + 1 + 2d8 ⇒ (2, 8) + 5 + (5) + 1 + (5, 3) = 29 Quote: flip the 2 into a 9 to taunt the Danse.
End of Turn Actions: Recharge Spirit Sword, Bury Longsword.
Hand: Ring of Stony Flesh, Angelic Armor (Loot), Frost Lance +2, Blessing of Shizuru, Create Mindscape,
Displayed:
Deck: 14 Discard: 1 Buried: 0
Current Location: Trail
Hero Points Available: 4/5
Hero Points used: 1
Reroll Used: No // Valeros has the following scourges marked:Exhausted:While Marked:
On each check or step, you may play no more than 1 boon.At the start of your move step, you may end your turn to remove this scourge.
NOTES:
Available Support: 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. 1 blessing(s) available.
Middle of Deck (Unknown Order): Evangelist, Tripartite Spear +2, Hat of Glamour, Blessing of Abadar, Breakaway Spear, Viking Shieldmaster, Belt of Physical Might (Curse), Surgeon, Soldier (Core), Magic Full Plate (Core), Retriever, Greatclub +3, Blessing of Angradd
Recharged: Spirit Sword,
Discard Pile:
Buried Pile: Longsword +2,
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.)

wkover - Quinn |

Out of turn: Carnival buried for Val.
Hand: Twitch Tonic (Core), Cerulean Mastermind, Elixir of Healing, Keen Spiked Chain, Ambrosia,
Displayed:
Deck: 15 Discard: 0 Buried: 1
Hero Points: 5
"NOTES:
Available Support: Any item buries to add 1d8+3 vs. local barrier. "
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Knowledge: Intelligence +2
Disable: Intelligence +1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom +2
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Diplomacy: Charisma +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
Proficiencies:
None
POWERS: (Empiricist)
For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
On local check vs. barrier, may bury an item to add Perception.
At ([X] start or) end of turn, may examine top card of your location.
[X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
[X] When you defeat a barrier, you may heal a card.
Mat Reroll Used?: N
Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)

BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
Story Banes | Scourges | Loot
During This Scenario: 6-5B: Race for the Cemetery
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Human
Warrior
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
8+#
Powers
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Monster 3
Traits
Animal
Check
Combat
13
Powers
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
Monster 3
Traits
Aberration
Basilisk
Check
Combat
14
Powers
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
Monster 5
Traits
Undead
Sayona
Check
Combat
21
Powers
Immune to Mental and Poison.
Resistant to Cold.
On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
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.
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 1
Traits
Obstacle
Lock
Veteran
Check
Strength
Melee
10+#
OR
Disable
6+#
Powers
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Barrier 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 3
Traits
Trigger
Trap
Construct
Check
Wisdom
Disable
Perception
Stealth
13
Powers
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Barrier 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.
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
Traits
Loot
Knife
Melee
Ranged
Piercing
Finesse
Magic
Blackjack
Check
Strength
Dexterity
Melee
Ranged
Stealth
11
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character’s combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
Weapon 5
Traits
Sling
Ranged
Bludgeoning
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
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
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.
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 3
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 2; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4+1 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
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
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
10
Powers
Display next to a character. While displayed:
• On this character’s combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
Freely display next to a local character and choose a skill. While displayed:
• On their checks using that skill, add 1+#.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
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
Traits
Heavy Armor
Helm
Gray Maiden
Magic
Check
Constitution
Diplomacy
Fortitude
10
Powers
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Armor 5
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.
Armor 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
• On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
Armor 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.
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.
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 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 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
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Ally 3
Traits
Outsider
Genie
Check
Charisma
Diplomacy
Knowledge
12
Powers
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
Ally 3
Traits
Animal
Veteran
Check
Wisdom
Survival
9
Powers
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
Ally 4
Traits
Outsider
Agathion
Healing
Check
Wisdom
Survival
11
OR
Divine
9
Powers
At the end of a local character’s turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
Ally 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 3
Traits
Vermin
Check
Wisdom
Survival
10
OR
Craft
11
Powers
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
Blessing 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.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Melee
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
Blessing 3
Traits
Deity: Iomedae
Divine
Check
Charisma
Diplomacy
Divine
8
Powers
WHEN THIS IS THE HOUR
On your check, you may discard an armor or the top card of your deck to add 1d6.
On another character’s check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, the difficulty is increased by 3.
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
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.
Turn: 2 Radillo/WilderRedbeard
Top of Blessing Discard Pile: Prayer - When this is the hour: No effect.
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: 28
Blessings Deck
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 1
Traits
Suit: 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 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessing 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish
A
Boon
5+#
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 3
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 3
Traits
Deity: Torag
Divine
Check
Strength
Craft
Divine
8
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. This exploration, when any character suffers damage, reduce it by 2.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Blessing 2
Traits
Deity: Zon-kuthon
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
After discarding any number of cards as damage, draw a card.
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
Your Survival check is blessed.
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Blessing 2
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 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Blessing 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 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 3
Traits
Deity: 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.
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessing 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 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 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Blessing 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.
Trail
Traits: Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M:4 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:0
Located here: Val, Quinn, Al, Flenta, Rad
Notes: Unhallowed and Withering in effect
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.
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.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Craft
Disable
6+#
Powers
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
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.
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.
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 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.
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.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Graveyard
Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
Notes: Unhallowed and Withering in effect
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.
Story Bane Monster 5
Traits
Undead
Incorporeal
Check
Combat
23
OR
Divine
13
Powers
Immune to Mental and Poison.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster cannot be reduced.
After acting, suffer the scourge Drained.
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.
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.
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.
Weapon P3
Traits
Object
Guillotine
Slashing
2-Handed
Check
Strength
12
Powers
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
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.
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 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.
Graveyard 2
Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
Notes: Unhallowed and Withering in effect
Monster 3
Traits
Animal
Check
Combat
17
Powers
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Monster 5
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.
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.
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.
Story Bane Monster 5
Traits
Undead
Incorporeal
Check
Combat
26
OR
Divine
13
Powers
Immune to Mental and Poison.
Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
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.
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.
Monster 4
Traits
Trigger
Aberration
Check
Combat
21
Powers
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
Monster 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.
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.
Graveyard 3
Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
Notes: Unhallowed and Withering in effect
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.
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.
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.
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.
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.
Monster 5
Traits
Undead
Check
Combat
22
Powers
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
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.
Monster 3
Traits
Undead
Ghoul
Veteran
Check
Combat
13+##
Powers
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
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.
Graveyard 4
Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
Notes: Unhallowed and Withering in effect
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.
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.
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.
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Barrier 4
Traits
Obstacle
Plant
Check
Intelligence
Knowledge
10
OR
Wisdom
Survival
7
Powers
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
• At the start of your turn, you may encounter this barrier.
• When this location is closed, banish this barrier.
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.
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 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
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.
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.
Graveyard 5
Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
Notes: Unhallowed and Withering in effect
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.
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.
Monster 3
Traits
Aberration
Aquatic
Check
Combat
19
Powers
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
Monster 1
Traits
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.
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.
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.
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.
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
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.
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.
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
Notes: Unhallowed and Withering in effect
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
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.
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.
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.
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.
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.

Radillo - WilderRedbeard |

The hour of Prayer
When this is the hour: No effect.
Give Fly back to Alahazra.
Remain at Trail.
Explore:
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.
Intelligence 15: 3d10 + 4 ⇒ (5, 8, 2) + 4 = 19 defeated
Examine location until Undead or Curse card is found: Zombie (Monster 0) - Reload into location.
The bell in the manor's tower begins to ring ominously. Before the group can determine who began the ringing or what the purpose was, a shambling army of undead begins heading their way.
No spells in hand so end turn and reset hand.
Hand: Binder's Tome, Salvator Scream, Cleric of Nethys, Ice Chemist, Acadamae Scholar, Blessing of the Qi Zhong, Pharasma's Knowing (loot),
Displayed:
Deck: 12 Discard: 0 Buried: 1
Current Location: Trail
Hero Points: 9
NOTES:
Available Support: 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. Radillo would like to attempt to avenge any failed encounters by characters at her location until the end of the scenario.
Other: Dice Re-Roll Used for 5B?: N
Middle of Deck (Unknown Order): Fire Snake, The Foreign Trader, Channel the Gift, Twisted Space, Enervation, Chain Lightning, Bound Imp, Disintegrate, Death's Touch, Wand of Enervation, Embiggen, Cloudburst
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence + 3
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma + 3
Favored Card: Spell or Ally
Hand Size: 6 ☑ 7 ☐ 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 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.
[X] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ( ☐ or shuffle it into your deck).
☐ If you play a spell to evade a bane, you may put the bane on top of its deck.
[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.
Radillo will recharge Salvator Scream to reduce the difficulty of the combat check by 5 for whoever encounters the Zombie at Trail.

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Turn 3: Prayer
When this is the Hour: No Effect
Give whip of centipedes back to Flenta.
SoT: Examine top two cards (Zombie and Poison Gas)
Free Explore: Zombie (Combat 19)
Fire bolt: Flip top card (Holy Javelin (recharged, +2)
Radillo reduces by 4 with recharge.
Combat 14: 1d12 + 5 + 2d4 + 2 ⇒ (6) + 5 + (4, 1) + 2 = 18 -> Success
Scenario rule: Summon and acquire a blessing (Lady of Mysteries, Divine 8)
Reveal tome to add 1d4.
Divine 8: 1d12 + 5 + 1d4 ⇒ (6) + 5 + (1) = 12 -> Success, display Lady of Mysteries at the Trail.
Discard Blessing of Abraxis to explore again.
Poison Gas (Craft 11). Recharge Restorative Touch to evade and shuffle the trail.
End turn, reset hand. EoT: Top two cards of trail are top: 1d7 + 2 ⇒ (4) + 2 = 6 (Cotct Gargoyle) and second: 1d7 + 2 ⇒ (5) + 2 = 7 (Garden Guardian)
"
Blessing of the Spellbound 3, Bound Lantern Archon, Binders Tome, Blessing of the Spellbound 2, Bound Elemental, Fly,
Displayed:
Deck: 12 Discard: 3 Buried: 1
Hero Points: 8 // Alahazra has the following scourges marked:Drained:While Marked:
On your checks, subtract 1 for each die rolled.At the end of your turn, you may bury a Divine boon to remove this scourge.
NOTES:
Available Support: Binder's tome adds 1d4 to local combat or charisma checks on reveal. (Adds mental trait)
Movement: Feel free to use blessings.
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Charisma +2
Knowledge: Intelligence +2
Fortitude: Constutution +2
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
Divine, Light Armor
POWERS:
For your combat check, you may discard the top card of your deck to use
your Divine skill + 2d4 plus that card’s adventure deck number and add
the Attack, Divine, Fire, and Magic traits. This counts as playing a
spell. ([x] If the discarded card is a spell, you may recharge it
instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card.
([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).

BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
Story Banes | Scourges | Loot
During This Scenario: 6-5B: Race for the Cemetery
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 3
Traits
Outsider
Devil
Check
Combat
17
OR
Arcane
10
Powers
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
Monster 5
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.
Monster 4
Traits
Animal
Swarm
Check
Combat
10
THEN
Combat
11
THEN
Combat
12
Powers
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
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 3
Traits
Undead
Skeleton
Check
Combat
17
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Barrier 1
Traits
Curse
Task
Veteran
Check
Intelligence
Perception
4+#
OR
Charisma
Diplomacy
6+#
Powers
The difficulty is increased by the hour’s level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Barrier 3
Traits
Skirmish
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
13
Powers
If undefeated, reload a new monster into your location, then banish this barrier.
Barrier 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 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 1
Traits
Obstacle
Lock
Veteran
Check
Strength
Melee
10+#
OR
Disable
6+#
Powers
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Weapon 3
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
11
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Weapon 3
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 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
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 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.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
12
OR
Wisdom
Divine
3
Powers
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
• At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
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
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 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
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
14
Powers
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
Armor 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
• On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
Armor 3
Traits
Heavy Armor
Helm
Gray Maiden
Magic
Check
Constitution
Diplomacy
Fortitude
10
Powers
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Armor 5
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.
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
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.
Item 3
Traits
Object
Magic
Check
Wisdom
Survival
10
Powers
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Item 5
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
13
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
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 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 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.
Ally 3
Traits
Loot
Human
Aristocrat
Check
Charisma
Diplomacy
7
OR
Banish A Weapon
0
Powers
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Ally 4
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.
Ally 4
Traits
Animal
Mount
Check
Wisdom
Survival
11
Powers
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
Ally 3
Traits
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.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Blessing 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 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 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Turn: 4 Flenta/Gimry
Top of Blessing Discard Pile: Gorum’s Iron - When this is the hour: On your non-Attack combat check, add 1.
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.
Blessings Remaining: 26
Blessings Deck
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 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessing 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish
A
Boon
5+#
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 3
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 3
Traits
Deity: Torag
Divine
Check
Strength
Craft
Divine
8
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. This exploration, when any character suffers damage, reduce it by 2.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Blessing 2
Traits
Deity: Zon-kuthon
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
After discarding any number of cards as damage, draw a card.
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
Your Survival check is blessed.
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Blessing 2
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 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Blessing 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 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 3
Traits
Deity: 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.
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessing 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 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 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Blessing 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.
Trail
Traits: Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:0
Located here: Val, Quinn, Al, Flenta, Rad
Notes: Lady of Mysteries displayed
Poison Gas, Gargoyle, Garden Guardian
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 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.
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.
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.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Craft
Disable
6+#
Powers
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
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.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Graveyard
Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
Notes: Unhallowed and Withering in effect
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.
Story Bane Monster 5
Traits
Undead
Incorporeal
Check
Combat
23
OR
Divine
13
Powers
Immune to Mental and Poison.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster cannot be reduced.
After acting, suffer the scourge Drained.
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.
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.
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.
Weapon P3
Traits
Object
Guillotine
Slashing
2-Handed
Check
Strength
12
Powers
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
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.
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 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.
Graveyard 2
Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
Notes: Unhallowed and Withering in effect
Monster 3
Traits
Animal
Check
Combat
17
Powers
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Monster 5
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.
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.
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.
Story Bane Monster 5
Traits
Undead
Incorporeal
Check
Combat
26
OR
Divine
13
Powers
Immune to Mental and Poison.
Before acting, each local character must succeed at a Charisma 6 check or suffer 1d6 Mental damage that cannot be reduced.
If the check to defeat is either not blessed or does not have the Magic trait, this monster is undefeated.
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.
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.
Monster 4
Traits
Trigger
Aberration
Check
Combat
21
Powers
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
Monster 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.
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.
Graveyard 3
Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
Notes: Unhallowed and Withering in effect
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.
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.
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.
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.
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.
Monster 5
Traits
Undead
Check
Combat
22
Powers
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
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.
Monster 3
Traits
Undead
Ghoul
Veteran
Check
Combat
13+##
Powers
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
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.
Graveyard 4
Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
Notes: Unhallowed and Withering in effect
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.
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.
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.
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Barrier 4
Traits
Obstacle
Plant
Check
Intelligence
Knowledge
10
OR
Wisdom
Survival
7
Powers
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
• At the start of your turn, you may encounter this barrier.
• When this location is closed, banish this barrier.
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.
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 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
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.
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.
Graveyard 5
Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
Notes: Unhallowed and Withering in effect
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.
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.
Monster 3
Traits
Aberration
Aquatic
Check
Combat
19
Powers
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
Monster 1
Traits
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.
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.
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.
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.
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
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.
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.
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
Notes: Unhallowed and Withering in effect
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
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.
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.
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.
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.
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.

Flenta - Gimry |

Start of turn give The Publican back to Quinn
After the ridiculousness of the Danse Macabre undead performance at the Trail Head, we continue to make our way to the graveyards.
Up ahead Al warns us of a couple of more guardians of the graveyards.
Monster 4
Traits
Gargoyle
Check
Combat
21
Powers
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Sensing the strength in the gargoyle, I quickly use my enervation wand. I chant just loud enough while tactfully hiding the wand to make sure that everyone around can marvel at the great sorceress before them.
Enervation: 2d4 ⇒ (3, 2) = 5
Combat 16(21+4-4-5): 1d10 + 5 + 1d8 + 3 + 1d8 + 1 ⇒ (4) + 5 + (5) + 3 + (4) + 1 = 22
Combat - 1d10+5
Flaming Longsword +3 - 1d8+3
Belt of Charging - 1d8
Hour Power - 1
I then proceed to use my flaming longsword to hack the beast to pieces. You know, as all good sorceresses do.
"
Hand: Flaming Longsword +3, Embiggen, Whip of Centipedes, Four-Mirror Armor, Belt of Charging,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Trail
Hero Points: 8
NOTES:
Available Support: Embiggen available
Other: Paizo reroll used for scenario 6-5D?: N
Middle of Deck (Unknown Order): Tripartite Spear +2, Gem of Physical Prowess, Mountain Pattern Armor, Iomedae's Justice, Enervation, Blessing of Shizuru, Shock Glaive +1, Frost Lance +2, The Rakshasa, Fireball Beads, Legionnaire Chaplain, Sadomasochism, Dwarven Earthbreaker +1, Death's Touch
Recharged: Wand of Enervation,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
- Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
- Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Weapons ☑ Armors
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☑ or non-combat) check.
☑ You automatically succeed at your check to recharge (☑ or acquire) an item that has the Magic trait.
At the Start of Quinn's turn I will display my armor