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

Game Master MorkXII

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


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Deck Handler

Off-turn actions:
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. ;)

"

Valeros wrote:

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

Displayed:
Deck: 16 Discard: 0 Buried: 0
Current Location: 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.

Deck, Discard, Buried:

Reloaded:
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:

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

Favored Card: Sword Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Armor Weapon
POWERS:
On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
☑ When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)

"


Flenta Deck Handler

========================
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.

Brooch Of Protection:

Item 5
Traits
Accessory
Magic

Check
Intelligence
Arcane
Fortitude
10

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

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.

Scarab Sages

Deck Handler Oracle

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 Deck Handler

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

Keen Spiked Chain:

Weapon 5
Traits
Chain
Melee
Piercing
Finesse
2-handed
Magic

Check
Strength
Acrobatics
Melee
15

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

Melee 15: 1d10 + 4 + 1d10 ⇒ (3) + 4 + (2) = 9

Roll Details:

Melee - 1d10+4
Blessed - 1d10

Recharge The Rakshasa to bless on Magic Checks.
Sorry, Val I tried.

"

Flenta wrote:

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

Deck, Discard, Buried:

Reloaded:
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: Scabbard Of Keen Edges, Legionnaire Chaplain,
Buried Pile: Iomedae's Justice,

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

Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Weapons ☑ Armors
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☑ or non-combat) check.
☑ You automatically succeed at your check to recharge (☑ or acquire) an item that has the Magic trait.

"

Scarab Sages

Deck Handler Oracle

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

Scarab Sages

Deck Handler Oracle

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


During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
Story Banes | Scourges | Loot

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

    During This Scenario: 6-5A: Searching for Clues

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

    STORY BANES:

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

    DURING THIS SCENARIO:

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

    Random Monsters:
    Monster 1
    Spoiler:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Monster 2
    Spoiler:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    Monster 3
    Spoiler:
    Enormous Reefclaw
    Monster 3

    Traits
    Aberration
    Aquatic

    Check
    Combat
    19

    Powers
    Before acting, each local character suffers 1 Combat damage.
    If this monster would be defeated, reroll.

    Monster 4
    Spoiler:
    Giant Anaconda
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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

    Monster 5
    Spoiler:
    Ash Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    22

    Powers
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

    Random Barriers:
    Barrier 1
    Spoiler:
    Eternal Glyphs
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Intelligence
    Knowledge
    13
    OR
    Disable
    12

    Powers
    If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
    If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
    Then reload this barrier into its location.

    Barrier 2
    Spoiler:
    Symbol Of Fear
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

    Powers
    If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.

    Barrier 3
    Spoiler:
    Biting Tigers
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Combat
    16
    OR
    Acrobatics
    Disable
    Stealth
    9

    Powers
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1d6 Combat damage.

    Barrier 4
    Spoiler:
    Summoning Trap
    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 5
    Spoiler:
    Foes On All Sides
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    None
    0

    Powers
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.

    Random Weapons:
    Weapon 1
    Spoiler:
    Seeking Longbow
    Weapon 3

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character’s combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 2
    Spoiler:
    Dragonbane Greatsword
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    14

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

    Weapon 3
    Spoiler:
    Shock Kukri
    Weapon 3

    Traits
    Knife
    Melee
    Slashing
    Electricity
    Finesse
    Magic

    Check
    Strength
    Acrobatics
    Melee
    12

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

    Weapon 4
    Spoiler:
    Deathbane Throwing Axe
    Weapon 5

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    13

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

    Weapon 5
    Spoiler:
    Deathbane Sling
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Quickened Ray
    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 2
    Spoiler:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

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

    Spell 3
    Spoiler:
    Divine Blaze
    Spell 4

    Traits
    Magic
    Divine
    Attack
    Fire

    Check
    Wisdom
    Divine
    12

    Powers
    For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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

    Spell 4
    Spoiler:
    Icy Prison
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

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

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

    Spell 5
    Spoiler:
    Enhance
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

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

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

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    14

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

    Armor 2
    Spoiler:
    Angelic Armor
    Armor 5

    Traits
    Loot
    Heavy Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    13

    Powers
    Display. While displayed:
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 3.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    • If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

    Armor 3
    Spoiler:
    Bearskin Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.
    • On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.

    Armor 4
    Spoiler:
    Lion’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 5
    Spoiler:
    Impervious Chain Shirt
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 4.
    • When you suffer any damage, you may discard to reduce it to 0.
    • You may discard to remove 1 of your scourges.

    Random Items:
    Item 1
    Spoiler:
    Whisper Of The First Lie
    Item 5

    Traits
    Accessory
    Magic

    Check
    Charisma
    Diplomacy
    14

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

    Item 2
    Spoiler:
    Ambrosia
    Item 3

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    12

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

    Item 3
    Spoiler:
    Ring Of Immolation
    Item 5

    Traits
    Accessory
    Fire
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    8
    OR
    Intelligence
    Arcane
    9

    Powers
    When you suffer Cold damage, freely reveal to reduce it by 4.
    On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.

    Item 4
    Spoiler:
    Headband Of Mental Superiority
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    13

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

    Item 5
    Spoiler:
    Fireball Beads
    Item 4

    Traits
    Accessory
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    9

    Powers
    For your combat check, banish to roll 3d6+12.

    DURING RECOVERY
    If proficient, you may succeed at an Arcane 9 check to recharge this card.

    Random Allies:
    Ally 1
    Spoiler:
    Landshark Whelp
    Ally 4

    Traits
    Aberration

    Check
    Wisdom
    Survival
    9

    Powers
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards’ before acting powers.

    DURING RECOVERY
    You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.

    Ally 2
    Spoiler:
    Lyrune-quah Truthspeaker
    Ally 4

    Traits
    Human
    Oracle
    Respect

    Check
    Charisma
    Diplomacy
    Divine
    12
    OR
    Recharge A Respect Boon
    0

    Powers
    On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
    Discard to explore, or to move then explore. You may not use this power during an encounter.

    Ally 3
    Spoiler:
    Ausio Carowyn
    Ally 3

    Traits
    Loot
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    7
    OR
    Banish A Weapon
    0

    Powers
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

    Ally 4
    Spoiler:
    Hippogriff Fledgling
    Ally 4

    Traits
    Animal
    Mount

    Check
    Wisdom
    Survival
    11

    Powers
    If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
    Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.

    Ally 5
    Spoiler:
    Asyra
    Ally P5

    Traits
    Outsider
    Eidolon
    Arcane

    Check
    Arcane
    Divine
    13

    Powers
    On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word “bury” in this power as “discard.”
    Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.

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

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessing 2
    Spoiler:
    Master Of Masters
    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 3
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

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

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

    Blessing 4
    Spoiler:
    The Winged Serpent
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Melee
    4+#

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

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

    Blessing 5
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    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.

    Top Blessing:
    Rovagug’s Destruction
    Blessing 2

    Traits
    Deity: Rovagug
    Divine
    Veteran

    Check
    Banish
    A
    Boon
    5+#
    OR
    Bury A Boon Whose Level Is Equal To #
    0

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may banish a random blessing from your discards to bless.

    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.


    Blessings Remaining: 12
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 17 Quinn)
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

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

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

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

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

    Blessings Deck Card 3 (Turn 19 Radillo)
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessings Deck Card 4 (Turn 20 Alahazra)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 5 (Turn 21 Flenta)
    Spoiler:
    Asmodeus’s Tyranny
    Blessing 2

    Traits
    Deity: Asmodeus
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    5+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, you may bury your hand and discards to reroll.

    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.

    Blessings Deck Card 6 (Turn 22 Quinn)
    Spoiler:
    Blackfingers
    Blessing 3

    Traits
    Deity: Norgorber
    Divine

    Check
    Craft
    Divine
    Stealth
    8

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

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

    Blessings Deck Card 7 (Turn 23 Valaros)
    Spoiler:
    The Prince Of Pain
    Blessing 3

    Traits
    Deity: Zon-kuthon
    Divine

    Check
    Constitution
    Divine
    Fortitude
    8

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

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

    Blessings Deck Card 8 (Turn 24 Radillo)
    Spoiler:
    The Forge
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

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

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

    Blessings Deck Card 9 (Turn 25 Alahazra)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 10 (Turn 26 Flenta)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 11 (Turn 27 Quinn)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 12 (Turn 28 Valaros)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

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

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

    Spider Nest Card 1:
    Moon Maiden Armor
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
    • On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
    If proficient, you may do this after the roll.

    Spider Nest Card 2:
    Andachi
    Ally 5

    Traits
    Undead
    Ghost
    Aristocrat

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury A Divine Boon
    0

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

    Spider Nest Card 3:
    Wyvern
    Monster 4

    Traits
    Dragon

    Check
    Combat
    18
    OR
    Survival
    12

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

    Spider Nest Card 4:
    Banudor
    Weapon 5

    Traits
    Hammer
    Melee
    Bludgeoning
    Fire
    Magic

    Check
    Strength
    Melee
    14

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

    Spider Nest Card 5:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

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

    Spider Nest Card 6:
    Ash Giant Zombie
    Monster 5

    Traits
    Undead
    Zombie

    Check
    Combat
    24

    Powers
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

    Spider Nest Card 7:
    Wayfinder
    Item 3

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    10

    Powers
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.

    Spider Nest Card 8:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

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

    Spider Nest Card 9:
    Baykok
    Monster 5

    Traits
    Trigger
    Undead

    Check
    Combat
    21

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

    Spider Nest Card 10:
    Zombie
    Monster 0

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9+##

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

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

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

    Cave Card 1:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

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

    Cave Card 2:
    Wyvern Poison
    Item 5

    Traits
    Liquid
    Alchemical
    Poison

    Check
    Intelligence
    Craft
    12

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

    Cave Card 3:
    Shining Child
    Monster 5

    Traits
    Outsider
    Fire

    Check
    Combat
    20

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

    Cave Card 4:
    Mantle Of Life
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    13

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

    Cave Card 5:
    Wyrmsmite
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Magic
    Loot

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
    When a local character suffers damage, recharge to reduce it by 4.

    Cave Card 6:
    Silver War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    5

    Powers
    Display. While displayed:
    • When you suffer Combat damage, reduce it by 1.
    • When you would discard cards as Combat damage, you may recharge them instead.
    • When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Cave Card 7:
    Wyvern Blade Trap
    Barrier 3

    Traits
    Trap
    Poison

    Check
    Dexterity
    Disable
    10
    OR
    Wisdom
    Perception
    12

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

    Cave Card 8:
    Landshark
    Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, encounter this monster.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Cave Card 9:
    Obsession Of Servitude
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

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

    Cave Card 10:
    Dire Lion
    Monster 3

    Traits
    Animal

    Check
    Combat
    17

    Powers
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.

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

    Pits Card 1 - Symbol Of Insanity:
    Symbol Of Insanity
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

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

    Pits Card 2:
    Raccoon
    Ally 3

    Traits
    Animal

    Check
    Wisdom
    Survival
    12

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

    Pits Card 3:
    Magic Spiked Full Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Display. While displayed:
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Pits Card 4:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

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

    Pits Card 5:
    Inquisitor Devil
    Monster 3

    Traits
    Outsider
    Devil

    Check
    Combat
    17
    OR
    Arcane
    10

    Powers
    Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
    While acting, when another character plays a card, they suffer 1 Cold damage.
    If undefeated, suffer the scourge Poisoned.

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

    Dungeons Card 1 - Keen Spiked Chain:
    Keen Spiked Chain
    Weapon 5

    Traits
    Chain
    Melee
    Piercing
    Finesse
    2-handed
    Magic

    Check
    Strength
    Acrobatics
    Melee
    15

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

    Dungeons Card 2:
    Asmodeus’s Tyranny
    Blessing 2

    Traits
    Deity: Asmodeus
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    5+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, you may bury your hand and discards to reroll.

    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.

    Dungeons Card 3:
    Catoblepas
    Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    20

    Powers
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.

    Dungeons Card 4:
    Bloodroot Poison
    Item 3

    Traits
    Liquid
    Alchemical
    Poison

    Check
    Intelligence
    Craft
    9

    Powers
    Display. While displayed:
    • On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Dungeons Card 5:
    Soul Mistress
    Monster 5

    Traits
    Outsider
    Hag

    Check
    Combat
    21

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

    Dungeons Card 6:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

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

    Dungeons Card 7:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

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

    Dungeons Card 8:
    Nightspear
    Ally 4

    Traits
    Outsider
    Agathion
    Healing

    Check
    Wisdom
    Survival
    11
    OR
    Divine
    9

    Powers
    At the end of a local character’s turn, discard to heal that character 1d4+1 allies and blessings.
    Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.

    Dungeons Card 9:
    Chimera
    Monster 3

    Traits
    Aberration
    Chimera

    Check
    Combat
    9
    THEN
    Combat
    10
    THEN
    Combat
    11

    Powers
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, 3 random local characters suffer 1d4 Combat damage.

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

    Oubliette Card 1 - Dream Spider:
    Dream Spider
    Ally 3

    Traits
    Vermin

    Check
    Wisdom
    Survival
    10
    OR
    Craft
    11

    Powers
    On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
    Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.

    Oubliette Card 2 - Cayden Cailean’s Revelry:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Oubliette Card 3:
    Obsession Of Battle
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

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

    Oubliette Card 4:
    Mammoth
    Monster 3

    Traits
    Animal

    Check
    Combat
    18
    OR
    Survival
    9

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

    Oubliette Card 5:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

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

    Oubliette Card 6:
    Cytillipede
    Monster 4

    Traits
    Vermin

    Check
    Combat
    16

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

    Oubliette Card 7:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Oubliette Card 8:
    Verminbane Warhammer
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Oubliette Card 9:
    Warning Bells
    Barrier 5

    Traits
    Trigger
    Curse
    Undead

    Check
    Constitution
    Fortitude
    13
    OR
    Intelligence
    Perception
    15

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

    Oubliette Card 10 - Venomous Dagger:
    Venomous Dagger
    Weapon 3

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    11

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

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

    Base Card 1:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

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

    Base Card 2:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

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

    Base Card 3:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

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

    Base Card 4:
    Jayna Lemore
    Supporter 3

    Traits
    Human
    Paladin

    Check
    NONE
    0

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

    Base Card 5:
    Boors
    Supporter 2

    Traits
    Human
    Ranger

    Check
    NONE
    0

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

    Base Card 6:
    Ketrik
    Supporter 2

    Traits
    Human
    Fighter

    Check
    NONE
    0

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


  • Flenta Deck Handler

    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

    Moon Maiden Armor:

    Armor 4
    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
    • On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
    If proficient, you may do this after the roll.

    Auto Fail and Discard The Rakshasa to explore again

    Andachi:

    Ally 5
    Traits
    Undead
    Ghost
    Aristocrat

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury A Divine Boon
    0

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

    Autofail that as well.

    "

    Flenta wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Scabbard Of Keen Edges, Legionnaire Chaplain, The Rakshasa,
    Buried Pile: Iomedae's Justice,

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

    Favored Card: Weapon or Spell
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Weapons ☑ Armors
    POWERS:
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
    ☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☑ or non-combat) check.
    ☑ You automatically succeed at your check to recharge (☑ or acquire) an item that has the Magic trait.

    "

    End of Turn Summary:
    Acquired Item 5(Brooch) from Pit
    Moved to Spiders Nest and cleared top 2 cards


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

    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.

    Quinn wrote:

    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!"

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Knowledge: Intelligence +2
    Disable: Intelligence +1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +2
    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    None
    POWERS: (Empiricist)
    For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On local check vs. barrier, may bury an item to add Perception.
    At ([X] start or) end of turn, may examine top card of your location.
    [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
    [X] When you defeat a barrier, you may heal a card.
    Mat Reroll Used?: N
    Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)

    Cards 3-9 remain at Dungeons. Location is shuffled.


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

    Minor hand update, since Tyranny shouldn't be in hand and Blast Stone should be in discards.

    Quinn wrote:

    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!"

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Knowledge: Intelligence +2
    Disable: Intelligence +1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +2
    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    None
    POWERS: (Empiricist)
    For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On local check vs. barrier, may bury an item to add Perception.
    At ([X] start or) end of turn, may examine top card of your location.
    [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
    [X] When you defeat a barrier, you may heal a card.
    Mat Reroll Used?: N
    Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)


    Deck Handler

    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.

    Valeros wrote:

    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.

    Deck, Discard, Buried:

    Reloaded:
    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:

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

    Favored Card: Sword Weapon
    Hand Size: 4 ☑ 5 ☐ 6
    Proficiencies:
    Armor Weapon
    POWERS:
    On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
    At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
    You may avenge by discarding (☐ or recharging) a card.
    ☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
    ☑ When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)


    Deck Handler

    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

    Valeros wrote:

    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.

    Deck, Discard, Buried:

    Reloaded:
    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:

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

    Favored Card: Sword Weapon
    Hand Size: 4 ☑ 5 ☐ 6
    Proficiencies:
    Armor Weapon
    POWERS:
    On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
    At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
    You may avenge by discarding (☐ or recharging) a card.
    ☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
    ☑ When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)


    Radillo's Deck Manager

    The hour of 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:

    Symbol Of Insanity:
    Barrier 3
    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

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

    Acadamae Scholar adds 1.
    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

    Raccoon:
    Ally 3
    Traits
    Animal

    Check
    Wisdom
    Survival
    12

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

    Use Arcane in place of listed skill. Acadamae Scholar adds 1.
    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

    Magic Spiked Full Plate:
    Armor 3
    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Display. While displayed:
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Auto-fail check to acquire. Discard Salvator Scream for Combat damage per location power.

    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

    Evidence:
    Story Bane Barrier 1
    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

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

    Request The Publican from Quinn to bless.
    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.

    Radillo wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Cloudburst, Blessing of Pharasma, Salvator Scream, Acadamae Scholar, Raccoon (acquired),
    Buried Pile: The Foreign Trader,

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

    Favored Card: Spell or Ally
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Mental
    POWERS: Puppet Master (Role Card)
    When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ( [X] or an ally), you may put it on top of your deck ( [X] or add it to your hand).
    When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
    You automatically succeed at your check to recharge ( ☐ or acquire) a boon that has the Mental trait.
    [X] When you discard an ally to explore your location, you may recharge a random ally from your discard pile.
    [X] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ( ☐ 2) plus the adventure deck number of the recharged ally, if any.
    [X] When another character at your location ( ☐ or at any location) fails to acquire a boon, you may banish a card to put that boon in your discard pile.


    During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
    Story Banes | Scourges | Loot

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

    During This Scenario: 6-5A: Searching for Clues

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

    STORY BANES:

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

    DURING THIS SCENARIO:

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

    Random Monsters:
    Monster 1
    Spoiler:
    Ogre
    Monster 0

    Traits
    Giant
    Ogre
    Veteran

    Check
    Combat
    12+##

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

    Monster 2
    Spoiler:
    Ash Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    22

    Powers
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

    Monster 3
    Spoiler:
    Basilisk
    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 4
    Spoiler:
    Ghast
    Monster 3

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    13+##

    Powers
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
    If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.

    Monster 5
    Spoiler:
    Sentinel Devil
    Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    23

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Forbiddance
    Barrier 5

    Traits
    Curse
    Trap
    Magic

    Check
    Wisdom
    13
    OR
    Arcane
    Divine
    15

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

    Barrier 2
    Spoiler:
    Symbol Of Fear
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

    Powers
    If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.

    Barrier 3
    Spoiler:
    Burning Tar
    Barrier 0

    Traits
    Obstacle
    Fire
    Veteran

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

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

    Barrier 4
    Spoiler:
    Summoning Trap
    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 5
    Spoiler:
    Foes On All Sides
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    None
    0

    Powers
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.

    Random Weapons:
    Weapon 1
    Spoiler:
    Sawtooth Saber
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Red Mantis
    Veteran

    Check
    Strength
    Acrobatics
    Melee
    13

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.

    Weapon 2
    Spoiler:
    Horrorbane Heavy Pick
    Weapon 5

    Traits
    Pick
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    13

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

    Weapon 3
    Spoiler:
    Deathbane Sling
    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
    Spoiler:
    Vindicator
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Weapon 5
    Spoiler:
    Thundering Earthbreaker
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    2-handed
    Respect
    Magic

    Check
    Strength
    Melee
    15

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Random Spells:
    Spell 1
    Spoiler:
    Acid Rain
    Spell 4

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    11

    Powers
    For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.

    Spell 2
    Spoiler:
    Aid
    Spell 0

    Traits
    Magic
    Divine
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spell 3
    Spoiler:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    11

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

    Spell 4
    Spoiler:
    Poison Blast
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    12

    Powers
    For your combat check, banish to use Arcane + 2d12.
    On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.

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

    Spell 5
    Spoiler:
    Embiggen
    Spell P2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    Freely display next to a local character. While displayed:
    • Exchange all of that character’s dice for dice of these sizes: d4→d8, d6→d10, d8→d12, d10→d12, d12→d20 (if you have one).
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.

    Random Armors:
    Armor 1
    Spoiler:
    Corpse Plate
    Armor P3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Display. While displayed:
    • You may evade Undead monsters you encounter.
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

    Armor 2
    Spoiler:
    Sable Company Hide
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    11

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

    Armor 3
    Spoiler:
    Totem Klar
    Armor 4

    Traits
    Shield
    Offhand
    Piercing
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    11

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 4
    Spoiler:
    Sable Company Leathers
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Acrobatics
    Fortitude
    10

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

    Armor 5
    Spoiler:
    Dread Helm
    Armor 5

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Divine
    Fortitude
    12

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 3.
    If proficient, when you suffer any damage, freely reveal to reduce it by 2.
    Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
    After playing this armor, you may not play a Helm boon this encounter.

    Random Items:
    Item 1
    Spoiler:
    Ring Of Immolation
    Item 5

    Traits
    Accessory
    Fire
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    8
    OR
    Intelligence
    Arcane
    9

    Powers
    When you suffer Cold damage, freely reveal to reduce it by 4.
    On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.

    Item 2
    Spoiler:
    Drums Of Panic
    Item 3

    Traits
    Instrument
    Magic

    Check
    Constitution
    Charisma
    10

    Powers
    When a local character encounters a monster, display at your location.
    While displayed:
    • When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
    • At the start of your turn, discard this card; if proficient, recharge it instead.

    Item 3
    Spoiler:
    Dust Of Revealing
    Item 4

    Traits
    Craft
    Object
    Magic

    Check
    Intelligence
    Arcane
    Divine
    11

    Powers
    On a local Perception check, freely bury to add 2d10.
    Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

    Item 4
    Spoiler:
    Belt Of Physical Might
    Item 4

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    13

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

    Item 5
    Spoiler:
    Red War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    7

    Powers
    Display. While displayed:
    • When you suffer Electricity or Fire damage, reduce it by 3.
    • When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Random Allies:
    Ally 1
    Spoiler:
    Asyra
    Ally P5

    Traits
    Outsider
    Eidolon
    Arcane

    Check
    Arcane
    Divine
    13

    Powers
    On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word “bury” in this power as “discard.”
    Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.

    Ally 2
    Spoiler:
    Wolverine
    Ally 3

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    9

    Powers
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.

    Ally 3
    Spoiler:
    Djinn
    Ally 3

    Traits
    Outsider
    Genie

    Check
    Charisma
    Diplomacy
    Knowledge
    12

    Powers
    Recharge to draw a card, then shuffle your deck.
    Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

    Ally 4
    Spoiler:
    Zellara
    Ally 5

    Traits
    Undead
    Ghost
    Medium
    Harrow

    Check
    Wisdom
    Divine
    12
    OR
    Bury A Harrow
    Card
    0

    Powers
    Display. While displayed:
    • Harrow boons may be recharged instead of discarded.
    • You may ignore powers that happen when you examine cards.
    • At the end of the turn, bury.
    Bury to explore; you may recharge a Harrow boon to reload instead.

    Ally 5
    Spoiler:
    Acadamae Scholar
    Ally 3

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    10
    OR
    Charisma
    Diplomacy
    14

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessing 2
    Spoiler:
    The Locksmith
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Blessing 3
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 4
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Blessing 5
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Turn: 20 Alahazra/magi210

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

    Top Blessing:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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


    Blessings Remaining: 8
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 21 Flenta)
    Spoiler:
    Asmodeus’s Tyranny
    Blessing 2

    Traits
    Deity: Asmodeus
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    5+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, you may bury your hand and discards to reroll.

    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.

    Blessings Deck Card 2 (Turn 22 Quinn)
    Spoiler:
    Blackfingers
    Blessing 3

    Traits
    Deity: Norgorber
    Divine

    Check
    Craft
    Divine
    Stealth
    8

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

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

    Blessings Deck Card 3 (Turn 23 Valaros)
    Spoiler:
    The Prince Of Pain
    Blessing 3

    Traits
    Deity: Zon-kuthon
    Divine

    Check
    Constitution
    Divine
    Fortitude
    8

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

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

    Blessings Deck Card 4 (Turn 24 Radillo)
    Spoiler:
    The Forge
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

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

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

    Blessings Deck Card 5 (Turn 25 Alahazra)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 6 (Turn 26 Flenta)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 7 (Turn 27 Quinn)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 8 (Turn 28 Valaros)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

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

    Spider Nest
    Traits: Underground, Wild
    At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
    When Closing: Summon and defeat the story bane Monstrous Spider.
    When Permanently Closed: No effect.
    M:4 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Flenta, Val,
    Notes: Evidence, Wyvern

    Spider Nest Card 1:
    Banudor
    Weapon 5

    Traits
    Hammer
    Melee
    Bludgeoning
    Fire
    Magic

    Check
    Strength
    Melee
    14

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

    Spider Nest Card 2:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

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

    Spider Nest Card 3:
    Ash Giant Zombie
    Monster 5

    Traits
    Undead
    Zombie

    Check
    Combat
    24

    Powers
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

    Spider Nest Card 4:
    Wayfinder
    Item 3

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    10

    Powers
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.

    Spider Nest Card 5:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

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

    Spider Nest Card 6:
    Baykok
    Monster 5

    Traits
    Trigger
    Undead

    Check
    Combat
    21

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

    Spider Nest Card 7:
    Zombie
    Monster 0

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9+##

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

    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

    Cave Card 1:
    Mantle Of Life
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    13

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

    Cave Card 2:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

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

    Cave Card 3:
    Landshark
    Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, encounter this monster.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Cave Card 4:
    Shining Child
    Monster 5

    Traits
    Outsider
    Fire

    Check
    Combat
    20

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

    Cave Card 5:
    Obsession Of Servitude
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

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

    Cave Card 6:
    Silver War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    5

    Powers
    Display. While displayed:
    • When you suffer Combat damage, reduce it by 1.
    • When you would discard cards as Combat damage, you may recharge them instead.
    • When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Cave Card 7:
    Wyvern Poison
    Item 5

    Traits
    Liquid
    Alchemical
    Poison

    Check
    Intelligence
    Craft
    12

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

    Cave Card 8:
    Wyvern Blade Trap
    Barrier 3

    Traits
    Trap
    Poison

    Check
    Dexterity
    Disable
    10
    OR
    Wisdom
    Perception
    12

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

    Cave Card 9:
    Wyrmsmite
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Magic
    Loot

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
    When a local character suffers damage, recharge to reduce it by 4.

    Cave Card 10:
    Dire Lion
    Monster 3

    Traits
    Animal

    Check
    Combat
    17

    Powers
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.

    Pits
    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

    Dungeons Card 1:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

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

    Dungeons Card 2:
    Soul Mistress
    Monster 5

    Traits
    Outsider
    Hag

    Check
    Combat
    21

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

    Dungeons Card 3:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

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

    Dungeons Card 4:
    Bloodroot Poison
    Item 3

    Traits
    Liquid
    Alchemical
    Poison

    Check
    Intelligence
    Craft
    9

    Powers
    Display. While displayed:
    • On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Dungeons Card 5:
    Nightspear
    Ally 4

    Traits
    Outsider
    Agathion
    Healing

    Check
    Wisdom
    Survival
    11
    OR
    Divine
    9

    Powers
    At the end of a local character’s turn, discard to heal that character 1d4+1 allies and blessings.
    Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.

    Dungeons Card 6:
    Chimera
    Monster 3

    Traits
    Aberration
    Chimera

    Check
    Combat
    9
    THEN
    Combat
    10
    THEN
    Combat
    11

    Powers
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, 3 random local characters suffer 1d4 Combat damage.

    Dungeons Card 7:
    Catoblepas
    Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    20

    Powers
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.

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

    Oubliette Card 1 - Cayden Cailean’s Revelry:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Oubliette Card 2:
    Obsession Of Battle
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

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

    Oubliette Card 3:
    Mammoth
    Monster 3

    Traits
    Animal

    Check
    Combat
    18
    OR
    Survival
    9

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

    Oubliette Card 4:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

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

    Oubliette Card 5:
    Cytillipede
    Monster 4

    Traits
    Vermin

    Check
    Combat
    16

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

    Oubliette Card 6:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Oubliette Card 7:
    Verminbane Warhammer
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Oubliette Card 8:
    Warning Bells
    Barrier 5

    Traits
    Trigger
    Curse
    Undead

    Check
    Constitution
    Fortitude
    13
    OR
    Intelligence
    Perception
    15

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

    Oubliette Card 9 - Venomous Dagger:
    Venomous Dagger
    Weapon 3

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    11

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Oubliette Card 10 - Dream Spider:
    Dream Spider
    Ally 3

    Traits
    Vermin

    Check
    Wisdom
    Survival
    10
    OR
    Craft
    11

    Powers
    On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
    Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.

    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,

    Base Card 1:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

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

    Base Card 2:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

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

    Base Card 3:
    Jayna Lemore
    Supporter 3

    Traits
    Human
    Paladin

    Check
    NONE
    0

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

    Base Card 4:
    Boors
    Supporter 2

    Traits
    Human
    Ranger

    Check
    NONE
    0

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

    Base Card 5:
    Ketrik
    Supporter 2

    Traits
    Human
    Fighter

    Check
    NONE
    0

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


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

    Out of turn: Discarding Publican for Radillo.

    Quinn wrote:

    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!"

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Knowledge: Intelligence +2
    Disable: Intelligence +1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +2
    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    None
    POWERS: (Empiricist)
    For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On local check vs. barrier, may bury an item to add Perception.
    At ([X] start or) end of turn, may examine top card of your location.
    [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
    [X] When you defeat a barrier, you may heal a card.
    Mat Reroll Used?: N
    Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)

    Scarab Sages

    Deck Handler Oracle

    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.

    "

    Alahazra wrote:

    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: 9

    NOTES:
    Available Support: Binder's tome adds 1d4 to local combat or charisma checks on reveal. (Adds mental trait)
    Movement: Feel free to use blessings.
    Other: Reroll used

    Skills and Powers:
    SKILLS

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

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

    When you examine 1 or more cards from a character or location deck, you may examine an additional card.
    ([x] Then you may draw a card)
    During your exploration, when you succeed at a check that invokes the
    Fire (☐ or Attack) trait, you may move after you resolve the encounter.

    [x] At the ([x] start and/or) end of your turn, you may examine the top card of your location deck.

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

    "


    Flenta Deck Handler

    ========================
    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.

    Cave Bear:

    Monster 1
    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

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

    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

    Roll Details:

    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

    Roll Details:

    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

    Roll Details:

    Combat - 1d10+4
    Dwarven Earthbreaker +1 - 2d6+1
    Recharge - 1d6

    With luck, I am able to finally defeat the bear.

    "

    Flenta wrote:

    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)

    Deck, Discard, Buried:

    Reloaded:
    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: Scabbard Of Keen Edges, Legionnaire Chaplain, The Rakshasa,
    Buried Pile: Iomedae's Justice,

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

    Favored Card: Weapon or Spell
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Weapons ☑ Armors
    POWERS:
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
    ☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☑ or non-combat) check.
    ☑ You automatically succeed at your check to recharge (☑ or acquire) an item that has the Magic trait.

    "


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

    Hour: 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.

    Quinn wrote:

    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."

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Knowledge: Intelligence +2
    Disable: Intelligence +1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +2
    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    None
    POWERS: (Empiricist)
    For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On local check vs. barrier, may bury an item to add Perception.
    At ([X] start or) end of turn, may examine top card of your location.
    [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
    [X] When you defeat a barrier, you may heal a card.
    Mat Reroll Used?: N
    Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)

    Cave and Dungeons closed. Quinn is at Spider's Nest. Alahazra's Claws blessing used.


    During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
    Story Banes | Scourges | Loot

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

    During This Scenario: 6-5A: Searching for Clues

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

    STORY BANES:

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

    DURING THIS SCENARIO:

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

    Random Monsters:
    Monster 1
    Spoiler:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

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

    Monster 2
    Spoiler:
    Sentinel Devil
    Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    23

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

    Monster 3
    Spoiler:
    Hordemaster
    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 4
    Spoiler:
    Dire Lion
    Monster 3

    Traits
    Animal

    Check
    Combat
    17

    Powers
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.

    Monster 5
    Spoiler:
    Inquisitor Devil
    Monster 3

    Traits
    Outsider
    Devil

    Check
    Combat
    17
    OR
    Arcane
    10

    Powers
    Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
    While acting, when another character plays a card, they suffer 1 Cold damage.
    If undefeated, suffer the scourge Poisoned.

    Random Barriers:
    Barrier 1
    Spoiler:
    Forbiddance
    Barrier 5

    Traits
    Curse
    Trap
    Magic

    Check
    Wisdom
    13
    OR
    Arcane
    Divine
    15

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

    Barrier 2
    Spoiler:
    Cursed Statue
    Barrier 5

    Traits
    Trigger
    Curse

    Check
    Wisdom
    Disable
    Perception
    10

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

    Barrier 3
    Spoiler:
    Wall Of Lightning
    Barrier 3

    Traits
    Obstacle
    Construct
    Elemental
    Electricity

    Check
    Dexterity
    Constitution
    Acrobatics
    Fortitude
    10

    Powers
    After acting, suffer 1d4+1 Electricity damage.
    If undefeated, reload this barrier into its location.

    Barrier 4
    Spoiler:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Thundering Earthbreaker
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    2-handed
    Respect
    Magic

    Check
    Strength
    Melee
    15

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 2
    Spoiler:
    Wounding Spear-axe
    Weapon 3

    Traits
    Axe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 3
    Spoiler:
    Vindicator
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Weapon 4
    Spoiler:
    Acidic Bolas
    Weapon 3

    Traits
    Chain
    Ranged
    Bludgeoning
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.

    Weapon 5
    Spoiler:
    The Tall Knife
    Weapon P3

    Traits
    Object
    Guillotine
    Slashing
    2-Handed

    Check
    Strength
    12

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

    Random Spells:
    Spell 1
    Spoiler:
    Wall Of Light
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Loot

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    Display. While displayed:
    • For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
    • On another local character’s combat check, add 1d4 and the Magic trait.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spell 2
    Spoiler:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    11

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

    Spell 3
    Spoiler:
    Embiggen
    Spell P2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    Freely display next to a local character. While displayed:
    • Exchange all of that character’s dice for dice of these sizes: d4→d8, d6→d10, d8→d12, d10→d12, d12→d20 (if you have one).
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.

    Spell 4
    Spoiler:
    Instrument Of Agony
    Spell 4

    Traits
    Magic
    Divine
    Veteran

    Check
    Wisdom
    Divine
    10

    Powers
    Display next to a character. While displayed:
    • On this character’s combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
    • At the end of the turn, banish.

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

    Spell 5
    Spoiler:
    Aid
    Spell 0

    Traits
    Magic
    Divine
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Bearskin Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.
    • On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.

    Armor 2
    Spoiler:
    Maiden’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Gray Maiden
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    10

    Powers
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 3
    Spoiler:
    Totem Klar
    Armor 4

    Traits
    Shield
    Offhand
    Piercing
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    11

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 4
    Spoiler:
    Moon Maiden Armor
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
    • On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
    If proficient, you may do this after the roll.

    Armor 5
    Spoiler:
    Corpse Plate
    Armor P3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Display. While displayed:
    • You may evade Undead monsters you encounter.
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

    Random Items:
    Item 1
    Spoiler:
    Fate-reader Lenses
    Item 3

    Traits
    Object
    Magic
    Harrow

    Check
    Wisdom
    Arcane
    Divine
    Perception
    8

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

    Item 2
    Spoiler:
    Headband Of Mental Superiority
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    13

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

    Item 3
    Spoiler:
    Drums Of Panic
    Item 3

    Traits
    Instrument
    Magic

    Check
    Constitution
    Charisma
    10

    Powers
    When a local character encounters a monster, display at your location.
    While displayed:
    • When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
    • At the start of your turn, discard this card; if proficient, recharge it instead.

    Item 4
    Spoiler:
    Persona Mask
    Item 3

    Traits
    Accessory
    Magic

    Check
    Charisma
    Diplomacy
    9

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

    Item 5
    Spoiler:
    Dust Of Revealing
    Item 4

    Traits
    Craft
    Object
    Magic

    Check
    Intelligence
    Arcane
    Divine
    11

    Powers
    On a local Perception check, freely bury to add 2d10.
    Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

    Random Allies:
    Ally 1
    Spoiler:
    Landshark Whelp
    Ally 4

    Traits
    Aberration

    Check
    Wisdom
    Survival
    9

    Powers
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards’ before acting powers.

    DURING RECOVERY
    You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.

    Ally 2
    Spoiler:
    Wolverine
    Ally 3

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    9

    Powers
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.

    Ally 3
    Spoiler:
    Asyra
    Ally P5

    Traits
    Outsider
    Eidolon
    Arcane

    Check
    Arcane
    Divine
    13

    Powers
    On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word “bury” in this power as “discard.”
    Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.

    Ally 4
    Spoiler:
    Cerulean Mastermind
    Ally 3

    Traits
    Human
    Aristocrat
    Rogue

    Check
    Charisma
    Diplomacy
    Stealth
    12

    Powers
    On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
    Discard to explore. This exploration, on your Stealth checks, add 1d10.

    Ally 5
    Spoiler:
    Ausio Carowyn
    Ally 3

    Traits
    Loot
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    7
    OR
    Banish A Weapon
    0

    Powers
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

    Random Blessings:
    Blessing 1
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessing 2
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 3
    Spoiler:
    Achaekek’s Claws
    Blessing 4

    Traits
    Deity: Achaekek
    Divine

    Check
    Intelligence
    Craft
    8

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

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

    Blessing 4
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Blessing 5
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    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.

    Top Blessing:
    The Prince Of Pain
    Blessing 3

    Traits
    Deity: Zon-kuthon
    Divine

    Check
    Constitution
    Divine
    Fortitude
    8

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

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


    Blessings Remaining: 5
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 24 Radillo)
    Spoiler:
    The Forge
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

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

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

    Blessings Deck Card 2 (Turn 25 Alahazra)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 3 (Turn 26 Flenta)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 4 (Turn 27 Quinn)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 5 (Turn 28 Valaros)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

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

    Spider Nest
    Traits: Underground, Wild
    At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison.
    When Closing: Summon and defeat the story bane Monstrous Spider.
    When Permanently Closed: No effect.
    M:3 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Quinn, Flenta, Val,
    Notes: Evidence, Banudor

    Spider Nest Card 1:
    Ash Giant Zombie
    Monster 5

    Traits
    Undead
    Zombie

    Check
    Combat
    24

    Powers
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

    Spider Nest Card 2:
    Wayfinder
    Item 3

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    10

    Powers
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.

    Spider Nest Card 3:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

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

    Spider Nest Card 4:
    Baykok
    Monster 5

    Traits
    Trigger
    Undead

    Check
    Combat
    21

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

    Spider Nest Card 5:
    Zombie
    Monster 0

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9+##

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

    Spider Nest Card 6 - Banudor:
    Banudor
    Weapon 5

    Traits
    Hammer
    Melee
    Bludgeoning
    Fire
    Magic

    Check
    Strength
    Melee
    14

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

    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

    Oubliette Card 1:
    Dream Spider
    Ally 3

    Traits
    Vermin

    Check
    Wisdom
    Survival
    10
    OR
    Craft
    11

    Powers
    On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
    Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.

    Oubliette Card 2:
    Verminbane Warhammer
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Oubliette Card 3:
    Venomous Dagger
    Weapon 3

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    11

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Oubliette Card 4:
    Warning Bells
    Barrier 5

    Traits
    Trigger
    Curse
    Undead

    Check
    Constitution
    Fortitude
    13
    OR
    Intelligence
    Perception
    15

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

    Oubliette Card 5:
    Mammoth
    Monster 3

    Traits
    Animal

    Check
    Combat
    18
    OR
    Survival
    9

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

    Oubliette Card 6:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Oubliette Card 7:
    Cytillipede
    Monster 4

    Traits
    Vermin

    Check
    Combat
    16

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

    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,

    Base Card 1:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

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

    Base Card 2:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

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

    Base Card 3:
    Jayna Lemore
    Supporter 3

    Traits
    Human
    Paladin

    Check
    NONE
    0

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

    Base Card 4:
    Boors
    Supporter 2

    Traits
    Human
    Ranger

    Check
    NONE
    0

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

    Base Card 5:
    Ketrik
    Supporter 2

    Traits
    Human
    Fighter

    Check
    NONE
    0

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


  • Deck Handler

    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

    Valeros wrote:

    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.

    Deck, Discard, Buried:

    Reloaded:
    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:

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

    Favored Card: Sword Weapon
    Hand Size: 4 ☑ 5 ☐ 6
    Proficiencies:
    Armor Weapon
    POWERS:
    On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
    At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
    You may avenge by discarding (☐ or recharging) a card.
    ☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
    ☑ When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)


    Deck Handler

    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:

    Valeros wrote:

    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.

    Deck, Discard, Buried:

    Reloaded:
    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:

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

    Favored Card: Sword Weapon
    Hand Size: 4 ☑ 5 ☐ 6
    Proficiencies:
    Armor Weapon
    POWERS:
    On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
    At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
    You may avenge by discarding (☐ or recharging) a card.
    ☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
    ☑ When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)

    On Radillos turn I use the staff of minor healing to remove Scourge Poisoned.


    Radillo's Deck Manager

    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:

    Dream Spider:
    Ally 3
    Traits
    Vermin

    Check
    Wisdom
    Survival
    10
    OR
    Craft
    11

    Powers
    On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
    Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.

    Display Embiggen. Examine card on bottom of deck: The Eclipse - remains on bottom. Use Arcane in place of listed skill. Binder's Tome and Al's Create Mindscape add d4s.
    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

    Verminbane Warhammer:
    Weapon 4
    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Auto-fail check to acquire & banish.

    Discard Ice Chemist to explore. Recharge random ally - SS, Rac, DS: 1d3 ⇒ 1

    Venomous Dagger:
    Weapon 3
    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    11

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Dexterity 11: 1d12 ⇒ 7 failed & banished

    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.

    Radillo wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Cloudburst, Blessing of Pharasma, Raccoon (acquired), Dream Spider (acquired), Ice Chemist, Rovagug's Destruction (acquired),
    Buried Pile: The Foreign Trader, Moise (Supporter),

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

    Favored Card: Spell or Ally
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Mental
    POWERS: Puppet Master (Role Card)
    When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ( [X] or an ally), you may put it on top of your deck ( [X] or add it to your hand).
    When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
    You automatically succeed at your check to recharge ( ☐ or acquire) a boon that has the Mental trait.
    [X] When you discard an ally to explore your location, you may recharge a random ally from your discard pile.
    [X] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ( ☐ 2) plus the adventure deck number of the recharged ally, if any.
    [X] When another character at your location ( ☐ or at any location) fails to acquire a boon, you may banish a card to put that boon in your discard pile.

    Scarab Sages

    Deck Handler Oracle

    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.

    Spoiler:
    Combat 18: 1d12 + 5 + 2d4 + 2 + 1d4 + 1d4 ⇒ (9) + 5 + (4, 2) + 2 + (1) + (3) = 26 -> Defeated

    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

    "

    Alahazra wrote:

    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

    Skills and Powers:
    SKILLS

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

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

    When you examine 1 or more cards from a character or location deck, you may examine an additional card.
    ([x] Then you may draw a card)
    During your exploration, when you succeed at a check that invokes the
    Fire (☐ or Attack) trait, you may move after you resolve the encounter.

    [x] At the ([x] start and/or) end of your turn, you may examine the top card of your location deck.

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

    "


    During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
    Story Banes | Scourges | Loot

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

    During This Scenario: 6-5A: Searching for Clues

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

    STORY BANES:

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

    DURING THIS SCENARIO:

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

    Random Monsters:
    Monster 1
    Spoiler:
    Bogeyman
    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 2
    Spoiler:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

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

    Monster 3
    Spoiler:
    Cotct Gargoyle
    Monster 4

    Traits
    Gargoyle

    Check
    Combat
    21

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

    Monster 4
    Spoiler:
    Wood Golem
    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 5
    Spoiler:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Stinging Wasps
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Dexterity
    Acrobatics
    Perception
    11
    OR
    Disable
    9

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

    Barrier 2
    Spoiler:
    Obsession Of Battle
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

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

    Barrier 3
    Spoiler:
    Wall Of Lightning
    Barrier 3

    Traits
    Obstacle
    Construct
    Elemental
    Electricity

    Check
    Dexterity
    Constitution
    Acrobatics
    Fortitude
    10

    Powers
    After acting, suffer 1d4+1 Electricity damage.
    If undefeated, reload this barrier into its location.

    Barrier 4
    Spoiler:
    Brain Mold
    Barrier 4

    Traits
    Obstacle
    Plant

    Check
    Intelligence
    Knowledge
    10
    OR
    Wisdom
    Survival
    7

    Powers
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    • At the start of your turn, you may encounter this barrier.
    • When this location is closed, banish this barrier.

    Barrier 5
    Spoiler:
    Wailing Maidens
    Barrier 3

    Traits
    Trigger
    Trap
    Construct

    Check
    Wisdom
    Disable
    Perception
    Stealth
    13

    Powers
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

    Random Weapons:
    Weapon 1
    Spoiler:
    Deathbane Sling
    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 2
    Spoiler:
    Limning Starknife
    Weapon 4

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Respect
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    13

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

    Weapon 3
    Spoiler:
    Seeking Longbow
    Weapon 3

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character’s combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 4
    Spoiler:
    The Tall Knife
    Weapon P3

    Traits
    Object
    Guillotine
    Slashing
    2-Handed

    Check
    Strength
    12

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

    Weapon 5
    Spoiler:
    Verminbane Warhammer
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Random Spells:
    Spell 1
    Spoiler:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

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

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

    Spell 2
    Spoiler:
    Restorative Touch
    Spell 3

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Spell 3
    Spoiler:
    Dragon’s Breath
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    11

    Powers
    For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.

    Spell 4
    Spoiler:
    Scrying
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    14
    OR
    Wisdom
    Divine
    13

    Powers
    Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
    Shuffle the location, then reload any set-aside cards into the location in any order.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.

    Spell 5
    Spoiler:
    Safe Haven
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    3

    Powers
    Display to move yourself together with any number of local characters, ignoring any movement restrictions.
    You may not use this power during an encounter. While displayed:
    • At the end of your turn, banish, and any number of local characters may move together.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Maiden’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Gray Maiden
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    10

    Powers
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 2
    Spoiler:
    Magic Spiked Full Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Display. While displayed:
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Armor 3
    Spoiler:
    Lion’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 4
    Spoiler:
    Corpse Plate
    Armor P3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Display. While displayed:
    • You may evade Undead monsters you encounter.
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

    Armor 5
    Spoiler:
    Sable Company Leathers
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Acrobatics
    Fortitude
    10

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

    Random Items:
    Item 1
    Spoiler:
    Bloodroot Poison
    Item 3

    Traits
    Liquid
    Alchemical
    Poison

    Check
    Intelligence
    Craft
    9

    Powers
    Display. While displayed:
    • On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Item 2
    Spoiler:
    Belt Of Physical Might
    Item 4

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    13

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

    Item 3
    Spoiler:
    Whisper Of The First Lie
    Item 5

    Traits
    Accessory
    Magic

    Check
    Charisma
    Diplomacy
    14

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

    Item 4
    Spoiler:
    Persona Mask
    Item 3

    Traits
    Accessory
    Magic

    Check
    Charisma
    Diplomacy
    9

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

    Item 5
    Spoiler:
    Wyvern Poison
    Item 5

    Traits
    Liquid
    Alchemical
    Poison

    Check
    Intelligence
    Craft
    12

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

    Random Allies:
    Ally 1
    Spoiler:
    Wolverine
    Ally 3

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    9

    Powers
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.

    Ally 2
    Spoiler:
    Aerilaya
    Ally 5

    Traits
    Undead
    Banshee
    Barbarian

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury A Weapon
    0

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

    Ally 3
    Spoiler:
    Nightspear
    Ally 4

    Traits
    Outsider
    Agathion
    Healing

    Check
    Wisdom
    Survival
    11
    OR
    Divine
    9

    Powers
    At the end of a local character’s turn, discard to heal that character 1d4+1 allies and blessings.
    Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.

    Ally 4
    Spoiler:
    Sable Company Marine
    Ally 3

    Traits
    Human
    Soldier

    Check
    Dexterity
    Ranged
    11
    THEN
    Charisma
    Diplomacy
    10

    Powers
    On the first combat check of a turn, if it is local, recharge to add 1d8.
    Discard to explore. This exploration, on your first combat check, add 1d8.

    Ally 5
    Spoiler:
    Firepelt Cougar
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    12

    Powers
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.

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

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessing 2
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 3
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

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

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

    Blessing 4
    Spoiler:
    The First
    Blessing 3

    Traits
    Deity: Asmodeus
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Blessing 5
    Spoiler:
    Lamashtu’s Madness
    Blessing 1

    Traits
    Deity: Lamashtu
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    5+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.

    On any check against a monster, discard to bless twice.
    Recharge to explore, then a random character summons and encounters a monster.

    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.

    Top Blessing:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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


    Blessings Remaining: 2
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 27 Quinn)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 2 (Turn 28 Valaros)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

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

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

    Spider Nest Card 1:
    Wayfinder
    Item 3

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    10

    Powers
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.

    Spider Nest Card 2:
    Evidence
    Story Bane Barrier 1

    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

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

    Spider Nest Card 3:
    Baykok
    Monster 5

    Traits
    Trigger
    Undead

    Check
    Combat
    21

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

    Spider Nest Card 4:
    Zombie
    Monster 0

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9+##

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

    Spider Nest Card 5 - Banudor:
    Banudor
    Weapon 5

    Traits
    Hammer
    Melee
    Bludgeoning
    Fire
    Magic

    Check
    Strength
    Melee
    14

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

    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

    Oubliette Card 1:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Oubliette Card 2:
    Cytillipede
    Monster 4

    Traits
    Vermin

    Check
    Combat
    16

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

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

    Base Card 1:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

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

    Base Card 2:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

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

    Base Card 3:
    Jayna Lemore
    Supporter 3

    Traits
    Human
    Paladin

    Check
    NONE
    0

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

    Base Card 4:
    Boors
    Supporter 2

    Traits
    Human
    Ranger

    Check
    NONE
    0

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

    Base Card 5:
    Ketrik
    Supporter 2

    Traits
    Human
    Fighter

    Check
    NONE
    0

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


  • Flenta Deck Handler

    SoT examine

    Wayfinder:

    Item 3
    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    10

    Powers
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.

    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

    Evidence:

    Story Bane Barrier 1
    Traits
    Trigger
    Task
    Veteran

    Check
    Intelligence
    Wisdom
    Knowledge
    Perception
    10+#

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

    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

    Roll Details:

    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!

    Monstrous Spider:

    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

    Roll Details:

    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

    Roll Details:

    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

    Jayna Lemore:

    Supporter 3
    Traits
    Human
    Paladin

    Check
    NONE
    0

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


    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

    "

    Flenta wrote:

    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)

    Deck, Discard, Buried:

    Reloaded:
    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: Scabbard Of Keen Edges, Legionnaire Chaplain, The Rakshasa, Wayfinder,
    Buried Pile: Iomedae's Justice,

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

    Favored Card: Weapon or Spell
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Weapons ☑ Armors
    POWERS:
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
    ☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☑ or non-combat) check.
    ☑ You automatically succeed at your check to recharge (☑ or acquire) an item that has the Magic trait.

    "

    2 Cards and 2 turns left!!! I have a Blessing, Enervate and Jayna if needed

    Scarab Sages

    Deck Handler Oracle

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


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

    Out of turn: 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's Deck Manager

    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!

    Radillo wrote:

    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


    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:

  • Each character gets a hero point.
  • Loot: spell Sadomasochism, ally Zellara
    Sadomasochism:
    Sadomasochism
    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.

    Zellara:
    Zellara
    Ally 5

    Traits
    Undead
    Ghost
    Medium
    Harrow

    Check
    Wisdom
    Divine
    12
    OR
    Bury A Harrow
    Card
    0

    Powers
    Display. While displayed:
    • Harrow boons may be recharged instead of discarded.
    • You may ignore powers that happen when you examine cards.
    • At the end of the turn, bury.
    Bury to explore; you may recharge a Harrow boon to reload instead.

    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


  • 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:

  • Build a number of Graveyard locations equal to the number of characters

    STORY BANES:

  • Danger: Ancient Skeleton, Wight, Wraith
  • Villain: None
  • Closing Henchmen: Mithrodar the Chained, Danse Macabre, Madraivus, Wraiths-Proxy A

    DURING THIS SCENARIO:

  • While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.
  • When you defeat a monster from a location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you don't acquire it, you may shuffle the monster back into its location.
  • When you close your location, discard any blessings displayed next to it.
  • Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • Withering: At the end of your turn, bury a random card from your discards.


  • During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
    Story Banes | Scourges | Loot

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

    During This Scenario: 6-5B: Race for the Cemetery

  • Harrow suit: Crowns
    SETUP:
  • Build a number of Graveyard locations equal to the number of characters

    STORY BANES:

  • Danger: Ancient Skeleton, Wight, Wraith
  • Villain: None
  • Closing Henchmen: Mithrodar the Chained, Danse Macabre, Mandraivus, Wraiths-Proxy A

    DURING THIS SCENARIO:

  • While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.
  • When you defeat a monster from a location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you don't acquire it, you may shuffle the monster back into its location.
  • When you close your location, discard any blessings displayed next to it.
  • Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • Withering: At the end of your turn, bury a random card from your discards.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Wyvern
    Monster 4

    Traits
    Dragon

    Check
    Combat
    18
    OR
    Survival
    12

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

    Monster 2
    Spoiler:
    Giant Anaconda
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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

    Monster 3
    Spoiler:
    Skeletal Minotaur
    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
    Spoiler:
    Bloodbug Swarm
    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 5
    Spoiler:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

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

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Summoning Trap
    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
    Spoiler:
    Haunt
    Barrier 2

    Traits
    Task
    Undead
    Veteran
    Trigger

    Check
    Charisma
    Diplomacy
    8+#
    OR
    Divine
    6+#

    Powers
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.

    Barrier 3
    Spoiler:
    Curse Of The Worm
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Knowledge
    14
    OR
    Wisdom
    Divine
    12

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

    Barrier 4
    Spoiler:
    Hungry Smoke
    Barrier 3

    Traits
    Trap
    Elemental

    Check
    Combat
    14
    OR
    Disable
    Fortitude
    Perception
    9

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

    Barrier 5
    Spoiler:
    Friendly Game Of Sredna
    Barrier 4

    Traits
    Task
    Respect

    Check
    Strength
    7
    OR
    Constitution
    Fortitude
    12

    Powers
    If defeated, you may remove this barrier from the game and gain 1 respect point.
    If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.

    Random Weapons:
    Weapon 1
    Spoiler:
    Limning Starknife
    Weapon 4

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Respect
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    13

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

    Weapon 2
    Spoiler:
    Shock Kukri
    Weapon 3

    Traits
    Knife
    Melee
    Slashing
    Electricity
    Finesse
    Magic

    Check
    Strength
    Acrobatics
    Melee
    12

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

    Weapon 3
    Spoiler:
    Returning Totem Spear
    Weapon 4

    Traits
    Spear
    Melee
    Ranged
    2-handed
    Respect
    Magic

    Check
    Strength
    Melee
    12
    OR
    Dexterity
    Ranged
    Survival
    14

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
    If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 4
    Spoiler:
    Sawtooth Saber
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Red Mantis
    Veteran

    Check
    Strength
    Acrobatics
    Melee
    13

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.

    Weapon 5
    Spoiler:
    Venomous Dagger
    Weapon 3

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    11

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Random Spells:
    Spell 1
    Spoiler:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    11

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

    Spell 2
    Spoiler:
    Restorative Touch
    Spell 3

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Spell 3
    Spoiler:
    Instrument Of Agony
    Spell 4

    Traits
    Magic
    Divine
    Veteran

    Check
    Wisdom
    Divine
    10

    Powers
    Display next to a character. While displayed:
    • On this character’s combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
    • At the end of the turn, banish.

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

    Spell 4
    Spoiler:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

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

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

    Spell 5
    Spoiler:
    Magical Mansion
    Spell 3

    Traits
    Magic
    Arcane
    Healing

    Check
    Intelligence
    Arcane
    8

    Powers
    Display next to a location. While displayed:
    • Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
    • At the start of your turn or when this location is closed, banish.

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

    Random Armors:
    Armor 1
    Spoiler:
    Maiden’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Gray Maiden
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    10

    Powers
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 2
    Spoiler:
    Moon Maiden Armor
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
    • On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
    If proficient, you may do this after the roll.

    Armor 3
    Spoiler:
    Dread Helm
    Armor 5

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Divine
    Fortitude
    12

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 3.
    If proficient, when you suffer any damage, freely reveal to reduce it by 2.
    Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 4
    Spoiler:
    Impervious Chain Shirt
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 4.
    • When you suffer any damage, you may discard to reduce it to 0.
    • You may discard to remove 1 of your scourges.

    Armor 5
    Spoiler:
    Mantle Of Life
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    13

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

    Random Items:
    Item 1
    Spoiler:
    Headband Of Mental Superiority
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    13

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

    Item 2
    Spoiler:
    Scabbard Of Keen Edges
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Craft
    12

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

    Item 3
    Spoiler:
    Wand Of Flame
    Item 2

    Traits
    Wand
    Magic
    Arcane
    Divine
    Attack
    Fire
    Veteran

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    11

    Powers
    For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.

    Item 4
    Spoiler:
    Bloodroot Poison
    Item 3

    Traits
    Liquid
    Alchemical
    Poison

    Check
    Intelligence
    Craft
    9

    Powers
    Display. While displayed:
    • On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Item 5
    Spoiler:
    Fate-reader Lenses
    Item 3

    Traits
    Object
    Magic
    Harrow

    Check
    Wisdom
    Arcane
    Divine
    Perception
    8

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

    Random Allies:
    Ally 1Ally 2
    Spoiler:
    Raccoon
    Ally 3

    Traits
    Animal

    Check
    Wisdom
    Survival
    12

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

    Ally 3
    Spoiler:
    Sable Company Marine
    Ally 3

    Traits
    Human
    Soldier

    Check
    Dexterity
    Ranged
    11
    THEN
    Charisma
    Diplomacy
    10

    Powers
    On the first combat check of a turn, if it is local, recharge to add 1d8.
    Discard to explore. This exploration, on your first combat check, add 1d8.

    Ally 4
    Spoiler:
    Asyra
    Ally P5

    Traits
    Outsider
    Eidolon
    Arcane

    Check
    Arcane
    Divine
    13

    Powers
    On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word “bury” in this power as “discard.”
    Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.

    Ally 5
    Spoiler:
    Salvator Scream
    Ally 4

    Traits
    Loot
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    10
    OR
    Knowledge
    9

    Powers
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Healing Light
    Blessing 3

    Traits
    Deity: Sarenrae
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    Characters cannot suffer scourges.

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

    Blessing 2
    Spoiler:
    Lady Of Valor
    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 3
    Spoiler:
    The Paladin
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Blessing 4
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 5
    Spoiler:
    The Keep
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Fortitude
    4+#

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

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

    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.

    Top Blessing:
    The Waxworks
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

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

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


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Radillo)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

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

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 3 (Turn 4 Flenta)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

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

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

    Blessings Deck Card 4 (Turn 5 Quinn)
    Spoiler:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

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

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

    Blessings Deck Card 5 (Turn 6 Valaros)
    Spoiler:
    The Lucky Drunk
    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.

    Blessings Deck Card 6 (Turn 7 Radillo)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Blessings Deck Card 7 (Turn 8 Alahazra)
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Blessings Deck Card 8 (Turn 9 Flenta)
    Spoiler:
    Rovagug’s Destruction
    Blessing 2

    Traits
    Deity: Rovagug
    Divine
    Veteran

    Check
    Banish
    A
    Boon
    5+#
    OR
    Bury A Boon Whose Level Is Equal To #
    0

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may banish a random blessing from your discards to bless.

    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.

    Blessings Deck Card 9 (Turn 10 Quinn)
    Spoiler:
    The Locksmith
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Blessings Deck Card 10 (Turn 11 Valaros)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 11 (Turn 12 Radillo)
    Spoiler:
    Lady Luck
    Blessing 3

    Traits
    Deity: Desna
    Divine

    Check
    Wisdom
    Divine
    Perception
    8

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

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

    Blessings Deck Card 12 (Turn 13 Alahazra)
    Spoiler:
    The Father Of Creation
    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.

    Blessings Deck Card 13 (Turn 14 Flenta)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

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

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

    Blessings Deck Card 14 (Turn 15 Quinn)
    Spoiler:
    Zon-kuthon’s Pain
    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.

    Blessings Deck Card 15 (Turn 16 Valaros)
    Spoiler:
    The Courtesan
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

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

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

    Blessings Deck Card 16 (Turn 17 Radillo)
    Spoiler:
    The Twin
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Stealth
    4+#

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

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

    Blessings Deck Card 17 (Turn 18 Alahazra)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 18 (Turn 19 Flenta)
    Spoiler:
    The Owl
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

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

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

    Blessings Deck Card 19 (Turn 20 Quinn)
    Spoiler:
    Norgorber’s Shadow
    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.

    Blessings Deck Card 20 (Turn 21 Valaros)
    Spoiler:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.

    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

    Blessings Deck Card 21 (Turn 22 Radillo)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 22 (Turn 23 Alahazra)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 23 (Turn 24 Flenta)
    Spoiler:
    The Gold-fisted
    Blessing 3

    Traits
    Deity: Abadar
    Divine

    Check
    Craft
    Divine
    8

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

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

    Blessings Deck Card 24 (Turn 25 Quinn)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

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

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 26 (Turn 27 Radillo)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 27 (Turn 28 Alahazra)
    Spoiler:
    The Eclipse
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 28 (Turn 29 Flenta)
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 29 (Turn 30 Quinn)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

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

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

    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

    Trail Card 1:
    Danse Macabre
    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.

    Trail Card 2:
    Warning Bells
    Barrier 5

    Traits
    Trigger
    Curse
    Undead

    Check
    Constitution
    Fortitude
    13
    OR
    Intelligence
    Perception
    15

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

    Trail Card 3:
    Zombie
    Monster 0

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9+##

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

    Trail Card 4:
    Poison Gas
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Craft
    Disable
    6+#

    Powers
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.

    Trail Card 5:
    Red Mantis Mask
    Item 3

    Traits
    Accessory
    Magic
    Deity: Achaekek
    Red Mantis

    Check
    Constitution
    Fortitude
    8

    Powers
    On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
    On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.

    Trail Card 6:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Trail Card 7:
    Cotct Gargoyle
    Monster 4

    Traits
    Gargoyle

    Check
    Combat
    21

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

    Trail Card 8:
    Garden Guardian
    Monster 3

    Traits
    Outsider
    Plant

    Check
    Combat
    15

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

    Trail Card 9:
    Firepelt Cougar
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    12

    Powers
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.

    Trail Card 10:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    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

    Graveyard Card 1:
    Biting Tigers
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Combat
    16
    OR
    Acrobatics
    Disable
    Stealth
    9

    Powers
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1d6 Combat damage.

    Graveyard Card 2:
    Mandraivus
    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.

    Graveyard Card 3:
    Kazavon’s Iron Golem
    Monster 5

    Traits
    Construct
    Golem
    Veteran

    Check
    Combat
    19+#

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

    Graveyard Card 4:
    Totem Klar
    Armor 4

    Traits
    Shield
    Offhand
    Piercing
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    11

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Graveyard Card 5:
    Wyvern Blade Trap
    Barrier 3

    Traits
    Trap
    Poison

    Check
    Dexterity
    Disable
    10
    OR
    Wisdom
    Perception
    12

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

    Graveyard Card 6:
    The Tall Knife
    Weapon P3

    Traits
    Object
    Guillotine
    Slashing
    2-Handed

    Check
    Strength
    12

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

    Graveyard Card 7:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Graveyard Card 8:
    Corpse Plate
    Armor P3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Display. While displayed:
    • You may evade Undead monsters you encounter.
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

    Graveyard Card 9:
    Ash Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    22

    Powers
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

    Graveyard Card 10:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

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

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

    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

    Graveyard 2 Card 1:
    Dire Lion
    Monster 3

    Traits
    Animal

    Check
    Combat
    17

    Powers
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.

    Graveyard 2 Card 2:
    Baykok
    Monster 5

    Traits
    Trigger
    Undead

    Check
    Combat
    21

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

    Graveyard 2 Card 3:
    Lion’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Graveyard 2 Card 4:
    Keen Spiked Chain
    Weapon 5

    Traits
    Chain
    Melee
    Piercing
    Finesse
    2-handed
    Magic

    Check
    Strength
    Acrobatics
    Melee
    15

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

    Graveyard 2 Card 5:
    Mithrodar The Chained
    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.

    Graveyard 2 Card 6:
    Sable Company Hide
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    11

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

    Graveyard 2 Card 7:
    Forbiddance
    Barrier 5

    Traits
    Curse
    Trap
    Magic

    Check
    Wisdom
    13
    OR
    Arcane
    Divine
    15

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

    Graveyard 2 Card 8:
    Landshark
    Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, encounter this monster.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Graveyard 2 Card 9:
    Chimera
    Monster 3

    Traits
    Aberration
    Chimera

    Check
    Combat
    9
    THEN
    Combat
    10
    THEN
    Combat
    11

    Powers
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, 3 random local characters suffer 1d4 Combat damage.

    Graveyard 2 Card 10:
    Stinging Wasps
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Dexterity
    Acrobatics
    Perception
    11
    OR
    Disable
    9

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

    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

    Graveyard 3 Card 1:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Graveyard 3 Card 2:
    Acidic Bolas
    Weapon 3

    Traits
    Chain
    Ranged
    Bludgeoning
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.

    Graveyard 3 Card 3:
    Cytillipede
    Monster 4

    Traits
    Vermin

    Check
    Combat
    16

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

    Graveyard 3 Card 4:
    Stone-shard Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    14

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

    Graveyard 3 Card 5:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

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

    Graveyard 3 Card 6:
    Hordemaster
    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.

    Graveyard 3 Card 7:
    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.

    Graveyard 3 Card 8:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

    Powers
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Graveyard 3 Card 9:
    Ghast
    Monster 3

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    13+##

    Powers
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
    If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.

    Graveyard 3 Card 10:
    Sable Company Leathers
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Acrobatics
    Fortitude
    10

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

    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

    Graveyard 4 Card 1:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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

    Graveyard 4 Card 2:
    Symbol Of Insanity
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

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

    Graveyard 4 Card 3:
    Shoanti Barbarian Hide
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Graveyard 4 Card 4:
    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.

    Graveyard 4 Card 5:
    Brain Mold
    Barrier 4

    Traits
    Obstacle
    Plant

    Check
    Intelligence
    Knowledge
    10
    OR
    Wisdom
    Survival
    7

    Powers
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    • At the start of your turn, you may encounter this barrier.
    • When this location is closed, banish this barrier.

    Graveyard 4 Card 6:
    Deathbane Throwing Axe
    Weapon 5

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    13

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

    Graveyard 4 Card 7:
    Gray Maiden Footsoldier
    Monster 2

    Traits
    Human
    Fighter
    Gray Maiden
    Veteran

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

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

    Graveyard 4 Card 8:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Graveyard 4 Card 9:
    Dybbuk
    Monster 5

    Traits
    Undead
    Incorporeal

    Check
    Combat
    22

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

    Graveyard 4 Card 10:
    Bearskin Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.
    • On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.

    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

    Graveyard 5 Card 1:
    Emperor Scorpion
    Monster 4

    Traits
    Trigger
    Vermin
    Veteran

    Check
    Combat
    20

    Powers
    When examined, suffer 1 Poison damage, then encounter this monster.
    Immune to Mental.
    If you are at an Underground location, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Poisoned.

    Graveyard 5 Card 2:
    Assassination Squad
    Barrier 3

    Traits
    Trigger
    Skirmish
    Red Mantis

    Check
    None
    0

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

    Graveyard 5 Card 3:
    Enormous Reefclaw
    Monster 3

    Traits
    Aberration
    Aquatic

    Check
    Combat
    19

    Powers
    Before acting, each local character suffers 1 Combat damage.
    If this monster would be defeated, reroll.

    Graveyard 5 Card 4:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

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

    Graveyard 5 Card 5:
    Voidglass Armor
    Armor 3

    Traits
    Heavy Armor
    Magic
    Loot

    Check
    Constitution
    Fortitude
    9

    Powers
    Display. While displayed:
    • When you suffer any damage, you may recharge to reduce it by 1.
    • When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Graveyard 5 Card 6:
    Verminbane Warhammer
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Graveyard 5 Card 7:
    Hippogriff Rider
    Monster 4

    Traits
    Trigger
    Human
    Ranger
    And
    Animal

    Check
    Combat
    18
    THEN
    Combat
    17
    OR
    Survival
    11

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

    Graveyard 5 Card 8:
    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.

    Graveyard 5 Card 9:
    Magic Spiked Full Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Display. While displayed:
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Graveyard 5 Card 10:
    Ambush
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    Wisdom
    Perception
    Stealth
    8+#

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

    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

    Base Card 1:
    Ketrik
    Supporter 2

    Traits
    Human
    Fighter

    Check
    NONE
    0

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

    Base Card 2:
    Boors
    Supporter 2

    Traits
    Human
    Ranger

    Check
    NONE
    0

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

    Base Card 3:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

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

    Base Card 4:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

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

    Base Card 5:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

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

    Base Card 6:
    Jayna Lemore
    Supporter 3

    Traits
    Human
    Paladin

    Check
    NONE
    0

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


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

    Will start at Trail. Swapping in Zellara loot.

    Quinn wrote:

    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. "

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Knowledge: Intelligence +2
    Disable: Intelligence +1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +2
    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    None
    POWERS: (Empiricist)
    For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On local check vs. barrier, may bury an item to add Perception.
    At ([X] start or) end of turn, may examine top card of your location.
    [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
    [X] When you defeat a barrier, you may heal a card.
    Mat Reroll Used?: N
    Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)

    Scarab Sages

    Deck Handler Oracle

    Al will start at the Trail

    Card upgrade: Wayfarer

    "

    Alahazra wrote:

    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

    Skills and Powers:
    SKILLS

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

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

    When you examine 1 or more cards from a character or location deck, you may examine an additional card.
    ([x] Then you may draw a card)
    During your exploration, when you succeed at a check that invokes the
    Fire (☐ or Attack) trait, you may move after you resolve the encounter.

    [x] At the ([x] start and/or) end of your turn, you may examine the top card of your location deck.

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

    "


    Flenta Deck Handler

    Necromancy and graveyards. Yuck.

    Start at Trail
    Embiggen and Enervation available

    "

    Flenta wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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:

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

    Favored Card: Weapon or Spell
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Weapons ☑ Armors
    POWERS:
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
    ☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☑ or non-combat) check.
    ☑ You automatically succeed at your check to recharge (☑ or acquire) an item that has the Magic trait.

    "


    Radillo's Deck Manager

    Swap in Disintegrate for Pyrotechnic Blast. Add Loot Blessing Pharasma's Knowing in place of Salvator Scream.
    Radillo will start at Trail

    Radillo wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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:

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

    Favored Card: Spell or Ally
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Mental
    POWERS: Puppet Master (Role Card)
    When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ( [X] or an ally), you may put it on top of your deck ( [X] or add it to your hand).
    When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
    You automatically succeed at your check to recharge ( ☐ or acquire) a boon that has the Mental trait.
    [X] When you discard an ally to explore your location, you may recharge a random ally from your discard pile.
    [X] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ( ☐ 2) plus the adventure deck number of the recharged ally, if any.
    [X] When another character at your location ( ☐ or at any location) fails to acquire a boon, you may banish a card to put that boon in your discard pile.


    Deck Handler

    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.

    Valeros wrote:

    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.

    Deck, Discard, Buried:

    Reloaded:
    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:

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

    Favored Card: Sword Weapon
    Hand Size: 4 ☑ 5 ☐ 6
    Proficiencies:
    Armor Weapon
    POWERS:
    On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
    At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
    You may avenge by discarding (☐ or recharging) a card.
    ☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
    ☑ When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)


    Deck Handler

    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....


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

    Out of turn: 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.

    Wraith:
    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

    Quinn wrote:

    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. "

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Knowledge: Intelligence +2
    Disable: Intelligence +1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +2
    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    None
    POWERS: (Empiricist)
    For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On local check vs. barrier, may bury an item to add Perception.
    At ([X] start or) end of turn, may examine top card of your location.
    [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
    [X] When you defeat a barrier, you may heal a card.
    Mat Reroll Used?: N
    Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)

    Flenta got Publican from Quinn. Quinn got Val's Fortified Breastplate.

    Scarab Sages

    Deck Handler Oracle

    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.


    Deck Handler

    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 Deck Handler

    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

    Roll Details:

    Combat - 1d10+5
    Flaming Longsword +3 - 1d8+3
    Belt of Charging - 1d8

    Scarab Sages

    Deck Handler Oracle

    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's Deck Manager

    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.

    Radillo wrote:

    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


    Deck Handler

    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.

    Valeros wrote:

    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.

    Deck, Discard, Buried:

    Reloaded:
    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,

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

    Favored Card: Sword Weapon
    Hand Size: 4 ☑ 5 ☐ 6
    Proficiencies:
    Armor Weapon
    POWERS:
    On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
    At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
    You may avenge by discarding (☐ or recharging) a card.
    ☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
    ☑ When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)


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

    Out of turn: Carnival buried for Val.

    Quinn wrote:

    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. "

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Knowledge: Intelligence +2
    Disable: Intelligence +1
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +2
    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    None
    POWERS: (Empiricist)
    For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On local check vs. barrier, may bury an item to add Perception.
    At ([X] start or) end of turn, may examine top card of your location.
    [X] You are proficient with alchemical. On your check to recharge an alchemical item with level lower than #, you automatically succeed.
    [X] When you defeat a barrier, you may heal a card.
    Mat Reroll Used?: N
    Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)


    During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
    Story Banes | Scourges | Loot

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

    During This Scenario: 6-5B: Race for the Cemetery

  • Harrow suit: Crowns
    SETUP:
  • Build a number of Graveyard locations equal to the number of characters

    STORY BANES:

  • Danger: Ancient Skeleton, Wight, Wraith
  • Villain: None
  • Closing Henchmen: Mithrodar the Chained, Danse Macabre, Mandraivus, Wraiths-Proxy A

    DURING THIS SCENARIO:

  • While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.
  • When you defeat a monster from a location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you don't acquire it, you may shuffle the monster back into its location.
  • When you close your location, discard any blessings displayed next to it.
  • Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • Withering: At the end of your turn, bury a random card from your discards.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Mercenary
    Monster 1

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    8+#

    Powers
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.

    Monster 2
    Spoiler:
    Emperor Cobra
    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
    Spoiler:
    Basilisk
    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 4
    Spoiler:
    Sayona
    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
    Spoiler:
    Shining Child
    Monster 5

    Traits
    Outsider
    Fire

    Check
    Combat
    20

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Barrier 2
    Spoiler:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

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

    Barrier 3
    Spoiler:
    Vortex Of Madness
    Barrier 4

    Traits
    Trigger
    Curse
    Undead

    Check
    Intelligence
    Perception
    11
    OR
    Wisdom
    Divine
    13

    Powers
    When examined, encounter this barrier.
    If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.

    Barrier 4
    Spoiler:
    Wailing Maidens
    Barrier 3

    Traits
    Trigger
    Trap
    Construct

    Check
    Wisdom
    Disable
    Perception
    Stealth
    13

    Powers
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

    Barrier 5
    Spoiler:
    Curse Of The Worm
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Knowledge
    14
    OR
    Wisdom
    Divine
    12

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Limning Starknife
    Weapon 4

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Respect
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    13

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

    Weapon 2
    Spoiler:
    Blackjack’s Daggers
    Weapon 4

    Traits
    Loot
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic
    Blackjack

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    11

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character’s combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.

    Weapon 3
    Spoiler:
    Deathbane Sling
    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
    Spoiler:
    Sawtooth Saber
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Red Mantis
    Veteran

    Check
    Strength
    Acrobatics
    Melee
    13

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.

    Weapon 5
    Spoiler:
    Venomous Dagger
    Weapon 3

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    11

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Random Spells:
    Spell 1
    Spoiler:
    Wall Of Light
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Loot

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    Display. While displayed:
    • For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
    • On another local character’s combat check, add 1d4 and the Magic trait.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spell 2
    Spoiler:
    Harrowing
    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 3
    Spoiler:
    Icy Prison
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

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

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

    Spell 4
    Spoiler:
    Instrument Of Agony
    Spell 4

    Traits
    Magic
    Divine
    Veteran

    Check
    Wisdom
    Divine
    10

    Powers
    Display next to a character. While displayed:
    • On this character’s combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
    • At the end of the turn, banish.

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

    Spell 5
    Spoiler:
    Enhance
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

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

    Random Armors:
    Armor 1
    Spoiler:
    Impervious Chain Shirt
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 4.
    • When you suffer any damage, you may discard to reduce it to 0.
    • You may discard to remove 1 of your scourges.

    Armor 2
    Spoiler:
    Maiden’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Gray Maiden
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    10

    Powers
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 3
    Spoiler:
    Dread Helm
    Armor 5

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Divine
    Fortitude
    12

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 3.
    If proficient, when you suffer any damage, freely reveal to reduce it by 2.
    Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 4
    Spoiler:
    Moon Maiden Armor
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
    • On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
    If proficient, you may do this after the roll.

    Armor 5
    Spoiler:
    Mantle Of Life
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    13

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

    Random Items:
    Item 1
    Spoiler:
    Brooch Of Protection
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Fortitude
    10

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

    Item 2
    Spoiler:
    Ring Of Immolation
    Item 5

    Traits
    Accessory
    Fire
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    8
    OR
    Intelligence
    Arcane
    9

    Powers
    When you suffer Cold damage, freely reveal to reduce it by 4.
    On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.

    Item 3
    Spoiler:
    Blackjack’s Gear
    Item 4

    Traits
    Loot
    Clothing
    Magic
    Blackjack

    Check
    Dexterity
    Disable
    10
    OR
    Wisdom
    Perception
    13

    Powers
    Display. While displayed:
    • You may recharge to heal a Blackjack weapon.
    • You may recharge to move. You may not use this power during an encounter.
    • On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.

    Item 4
    Spoiler:
    The Unveiling
    Item P2

    Traits
    Liquid
    Alchemical

    Check
    Constitution
    Divine
    Fortitude
    7

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

    Item 5
    Spoiler:
    Belt Of Physical Might
    Item 4

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    13

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

    Random Allies:
    Ally 1
    Spoiler:
    Djinn
    Ally 3

    Traits
    Outsider
    Genie

    Check
    Charisma
    Diplomacy
    Knowledge
    12

    Powers
    Recharge to draw a card, then shuffle your deck.
    Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

    Ally 2
    Spoiler:
    Wolverine
    Ally 3

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    9

    Powers
    On your combat check, if you would fail by 1+# or less, bury to reroll.
    Discard to explore. This exploration, on your Stealth checks, add 1d6.

    Ally 3
    Spoiler:
    Nightspear
    Ally 4

    Traits
    Outsider
    Agathion
    Healing

    Check
    Wisdom
    Survival
    11
    OR
    Divine
    9

    Powers
    At the end of a local character’s turn, discard to heal that character 1d4+1 allies and blessings.
    Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.

    Ally 4
    Spoiler:
    Aerilaya
    Ally 5

    Traits
    Undead
    Banshee
    Barbarian

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury A Weapon
    0

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

    Ally 5
    Spoiler:
    Dream Spider
    Ally 3

    Traits
    Vermin

    Check
    Wisdom
    Survival
    10
    OR
    Craft
    11

    Powers
    On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
    Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Lady Of Mysteries
    Blessing 3

    Traits
    Deity: Pharasma
    Divine

    Check
    Wisdom
    Divine
    8

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

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

    Blessing 2
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

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

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

    Blessing 3
    Spoiler:
    Lady Of Valor
    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 4
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Blessing 5
    Spoiler:
    The Vision
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Turn: 2 Radillo/WilderRedbeard

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

    Top Blessing:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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


    Blessings Remaining: 28
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 3 Alahazra)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 2 (Turn 4 Flenta)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

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

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

    Blessings Deck Card 3 (Turn 5 Quinn)
    Spoiler:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

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

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

    Blessings Deck Card 4 (Turn 6 Valaros)
    Spoiler:
    The Lucky Drunk
    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.

    Blessings Deck Card 5 (Turn 7 Radillo)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Blessings Deck Card 6 (Turn 8 Alahazra)
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Blessings Deck Card 7 (Turn 9 Flenta)
    Spoiler:
    Rovagug’s Destruction
    Blessing 2

    Traits
    Deity: Rovagug
    Divine
    Veteran

    Check
    Banish
    A
    Boon
    5+#
    OR
    Bury A Boon Whose Level Is Equal To #
    0

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may banish a random blessing from your discards to bless.

    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.

    Blessings Deck Card 8 (Turn 10 Quinn)
    Spoiler:
    The Locksmith
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Blessings Deck Card 9 (Turn 11 Valaros)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 10 (Turn 12 Radillo)
    Spoiler:
    Lady Luck
    Blessing 3

    Traits
    Deity: Desna
    Divine

    Check
    Wisdom
    Divine
    Perception
    8

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

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

    Blessings Deck Card 11 (Turn 13 Alahazra)
    Spoiler:
    The Father Of Creation
    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.

    Blessings Deck Card 12 (Turn 14 Flenta)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

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

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

    Blessings Deck Card 13 (Turn 15 Quinn)
    Spoiler:
    Zon-kuthon’s Pain
    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.

    Blessings Deck Card 14 (Turn 16 Valaros)
    Spoiler:
    The Courtesan
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

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

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

    Blessings Deck Card 15 (Turn 17 Radillo)
    Spoiler:
    The Twin
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Stealth
    4+#

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

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

    Blessings Deck Card 16 (Turn 18 Alahazra)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 17 (Turn 19 Flenta)
    Spoiler:
    The Owl
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

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

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

    Blessings Deck Card 18 (Turn 20 Quinn)
    Spoiler:
    Norgorber’s Shadow
    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.

    Blessings Deck Card 19 (Turn 21 Valaros)
    Spoiler:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.

    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

    Blessings Deck Card 20 (Turn 22 Radillo)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 21 (Turn 23 Alahazra)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 22 (Turn 24 Flenta)
    Spoiler:
    The Gold-fisted
    Blessing 3

    Traits
    Deity: Abadar
    Divine

    Check
    Craft
    Divine
    8

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

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

    Blessings Deck Card 23 (Turn 25 Quinn)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 24 (Turn 26 Valaros)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 25 (Turn 27 Radillo)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 26 (Turn 28 Alahazra)
    Spoiler:
    The Eclipse
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 27 (Turn 29 Flenta)
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 28 (Turn 30 Quinn)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

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

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

    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

    Trail Card 1:
    Warning Bells
    Barrier 5

    Traits
    Trigger
    Curse
    Undead

    Check
    Constitution
    Fortitude
    13
    OR
    Intelligence
    Perception
    15

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

    Trail Card 2:
    Zombie
    Monster 0

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9+##

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

    Trail Card 3:
    Poison Gas
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Craft
    Disable
    6+#

    Powers
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.

    Trail Card 4:
    Red Mantis Mask
    Item 3

    Traits
    Accessory
    Magic
    Deity: Achaekek
    Red Mantis

    Check
    Constitution
    Fortitude
    8

    Powers
    On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
    On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.

    Trail Card 5:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Trail Card 6:
    Cotct Gargoyle
    Monster 4

    Traits
    Gargoyle

    Check
    Combat
    21

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

    Trail Card 7:
    Garden Guardian
    Monster 3

    Traits
    Outsider
    Plant

    Check
    Combat
    15

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

    Trail Card 8:
    Firepelt Cougar
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    12

    Powers
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.

    Trail Card 9:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    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

    Graveyard Card 1:
    Biting Tigers
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Combat
    16
    OR
    Acrobatics
    Disable
    Stealth
    9

    Powers
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1d6 Combat damage.

    Graveyard Card 2:
    Mandraivus
    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.

    Graveyard Card 3:
    Kazavon’s Iron Golem
    Monster 5

    Traits
    Construct
    Golem
    Veteran

    Check
    Combat
    19+#

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

    Graveyard Card 4:
    Totem Klar
    Armor 4

    Traits
    Shield
    Offhand
    Piercing
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    11

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Graveyard Card 5:
    Wyvern Blade Trap
    Barrier 3

    Traits
    Trap
    Poison

    Check
    Dexterity
    Disable
    10
    OR
    Wisdom
    Perception
    12

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

    Graveyard Card 6:
    The Tall Knife
    Weapon P3

    Traits
    Object
    Guillotine
    Slashing
    2-Handed

    Check
    Strength
    12

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

    Graveyard Card 7:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Graveyard Card 8:
    Corpse Plate
    Armor P3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Display. While displayed:
    • You may evade Undead monsters you encounter.
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

    Graveyard Card 9:
    Ash Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    22

    Powers
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

    Graveyard Card 10:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

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

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

    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

    Graveyard 2 Card 1:
    Dire Lion
    Monster 3

    Traits
    Animal

    Check
    Combat
    17

    Powers
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.

    Graveyard 2 Card 2:
    Baykok
    Monster 5

    Traits
    Trigger
    Undead

    Check
    Combat
    21

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

    Graveyard 2 Card 3:
    Lion’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Graveyard 2 Card 4:
    Keen Spiked Chain
    Weapon 5

    Traits
    Chain
    Melee
    Piercing
    Finesse
    2-handed
    Magic

    Check
    Strength
    Acrobatics
    Melee
    15

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

    Graveyard 2 Card 5:
    Mithrodar The Chained
    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.

    Graveyard 2 Card 6:
    Sable Company Hide
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    11

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

    Graveyard 2 Card 7:
    Forbiddance
    Barrier 5

    Traits
    Curse
    Trap
    Magic

    Check
    Wisdom
    13
    OR
    Arcane
    Divine
    15

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

    Graveyard 2 Card 8:
    Landshark
    Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, encounter this monster.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Graveyard 2 Card 9:
    Chimera
    Monster 3

    Traits
    Aberration
    Chimera

    Check
    Combat
    9
    THEN
    Combat
    10
    THEN
    Combat
    11

    Powers
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, 3 random local characters suffer 1d4 Combat damage.

    Graveyard 2 Card 10:
    Stinging Wasps
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Dexterity
    Acrobatics
    Perception
    11
    OR
    Disable
    9

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

    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

    Graveyard 3 Card 1:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Graveyard 3 Card 2:
    Acidic Bolas
    Weapon 3

    Traits
    Chain
    Ranged
    Bludgeoning
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.

    Graveyard 3 Card 3:
    Cytillipede
    Monster 4

    Traits
    Vermin

    Check
    Combat
    16

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

    Graveyard 3 Card 4:
    Stone-shard Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    14

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

    Graveyard 3 Card 5:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

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

    Graveyard 3 Card 6:
    Hordemaster
    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.

    Graveyard 3 Card 7:
    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.

    Graveyard 3 Card 8:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

    Powers
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Graveyard 3 Card 9:
    Ghast
    Monster 3

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    13+##

    Powers
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
    If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.

    Graveyard 3 Card 10:
    Sable Company Leathers
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Acrobatics
    Fortitude
    10

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

    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

    Graveyard 4 Card 1:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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

    Graveyard 4 Card 2:
    Symbol Of Insanity
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

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

    Graveyard 4 Card 3:
    Shoanti Barbarian Hide
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Graveyard 4 Card 4:
    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.

    Graveyard 4 Card 5:
    Brain Mold
    Barrier 4

    Traits
    Obstacle
    Plant

    Check
    Intelligence
    Knowledge
    10
    OR
    Wisdom
    Survival
    7

    Powers
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    • At the start of your turn, you may encounter this barrier.
    • When this location is closed, banish this barrier.

    Graveyard 4 Card 6:
    Deathbane Throwing Axe
    Weapon 5

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    13

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

    Graveyard 4 Card 7:
    Gray Maiden Footsoldier
    Monster 2

    Traits
    Human
    Fighter
    Gray Maiden
    Veteran

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

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

    Graveyard 4 Card 8:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Graveyard 4 Card 9:
    Dybbuk
    Monster 5

    Traits
    Undead
    Incorporeal

    Check
    Combat
    22

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

    Graveyard 4 Card 10:
    Bearskin Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.
    • On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.

    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

    Graveyard 5 Card 1:
    Emperor Scorpion
    Monster 4

    Traits
    Trigger
    Vermin
    Veteran

    Check
    Combat
    20

    Powers
    When examined, suffer 1 Poison damage, then encounter this monster.
    Immune to Mental.
    If you are at an Underground location, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Poisoned.

    Graveyard 5 Card 2:
    Assassination Squad
    Barrier 3

    Traits
    Trigger
    Skirmish
    Red Mantis

    Check
    None
    0

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

    Graveyard 5 Card 3:
    Enormous Reefclaw
    Monster 3

    Traits
    Aberration
    Aquatic

    Check
    Combat
    19

    Powers
    Before acting, each local character suffers 1 Combat damage.
    If this monster would be defeated, reroll.

    Graveyard 5 Card 4:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

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

    Graveyard 5 Card 5:
    Voidglass Armor
    Armor 3

    Traits
    Heavy Armor
    Magic
    Loot

    Check
    Constitution
    Fortitude
    9

    Powers
    Display. While displayed:
    • When you suffer any damage, you may recharge to reduce it by 1.
    • When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Graveyard 5 Card 6:
    Verminbane Warhammer
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Graveyard 5 Card 7:
    Hippogriff Rider
    Monster 4

    Traits
    Trigger
    Human
    Ranger
    And
    Animal

    Check
    Combat
    18
    THEN
    Combat
    17
    OR
    Survival
    11

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

    Graveyard 5 Card 8:
    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.

    Graveyard 5 Card 9:
    Magic Spiked Full Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Display. While displayed:
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Graveyard 5 Card 10:
    Ambush
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    Wisdom
    Perception
    Stealth
    8+#

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

    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

    Base Card 1:
    Ketrik
    Supporter 2

    Traits
    Human
    Fighter

    Check
    NONE
    0

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

    Base Card 2:
    Boors
    Supporter 2

    Traits
    Human
    Ranger

    Check
    NONE
    0

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

    Base Card 3:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

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

    Base Card 4:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

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

    Base Card 5:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

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

    Base Card 6:
    Jayna Lemore
    Supporter 3

    Traits
    Human
    Paladin

    Check
    NONE
    0

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


  • Radillo's Deck Manager

    The hour of Prayer
    When this is the hour: No effect.
    Give Fly back to Alahazra.
    Remain at Trail.

    Explore:

    Warning Bells:
    Barrier 5
    Traits
    Trigger
    Curse
    Undead

    Check
    Constitution
    Fortitude
    13
    OR
    Intelligence
    Perception
    15

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

    Bury Alahazra's Blessing of Sivanah to double bless.
    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.

    Radillo wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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: Spellbook,

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

    Favored Card: Spell or Ally
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Mental
    POWERS: Puppet Master (Role Card)
    When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ( [X] or an ally), you may put it on top of your deck ( [X] or add it to your hand).
    When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
    You automatically succeed at your check to recharge ( ☐ or acquire) a boon that has the Mental trait.
    [X] When 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.

    Scarab Sages

    Deck Handler Oracle

    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)

    "

    Alahazra wrote:

    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.

    Skills and Powers:
    SKILLS

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

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

    When you examine 1 or more cards from a character or location deck, you may examine an additional card.
    ([x] Then you may draw a card)
    During your exploration, when you succeed at a check that invokes the
    Fire (☐ or Attack) trait, you may move after you resolve the encounter.

    [x] At the ([x] start and/or) end of your turn, you may examine the top card of your location deck.

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

    "


    During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
    Story Banes | Scourges | Loot

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

    During This Scenario: 6-5B: Race for the Cemetery

  • Harrow suit: Crowns
    SETUP:
  • Build a number of Graveyard locations equal to the number of characters

    STORY BANES:

  • Danger: Ancient Skeleton, Wight, Wraith
  • Villain: None
  • Closing Henchmen: Mithrodar the Chained, Danse Macabre, Mandraivus, Wraiths-Proxy A

    DURING THIS SCENARIO:

  • While a blessing is not displayed next to your location, the Perils wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.
  • When you defeat a monster from a location, if a blessing is not displayed next to your location, you may summon and encounter a blessing. If you acquire it, display it next to your location. If you don't acquire it, you may shuffle the monster back into its location.
  • When you close your location, discard any blessings displayed next to it.
  • Unhallowed: On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • Withering: At the end of your turn, bury a random card from your discards.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Inquisitor Devil
    Monster 3

    Traits
    Outsider
    Devil

    Check
    Combat
    17
    OR
    Arcane
    10

    Powers
    Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
    While acting, when another character plays a card, they suffer 1 Cold damage.
    If undefeated, suffer the scourge Poisoned.

    Monster 2
    Spoiler:
    Shining Child
    Monster 5

    Traits
    Outsider
    Fire

    Check
    Combat
    20

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

    Monster 3
    Spoiler:
    Bloodbug Swarm
    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
    Spoiler:
    Roc
    Monster 4

    Traits
    Animal

    Check
    Combat
    19

    Powers
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.

    Monster 5
    Spoiler:
    Rajambari
    Monster 3

    Traits
    Undead
    Skeleton

    Check
    Combat
    17

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, each local character suffers 1 Combat damage.

    Random Barriers:
    Barrier 1
    Spoiler:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

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

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

    Barrier 2
    Spoiler:
    Summoning Trap
    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 3
    Spoiler:
    Exploding Runes
    Barrier 2

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    6+#
    OR
    Disable
    8+#

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

    Barrier 4
    Spoiler:
    Hungry Smoke
    Barrier 3

    Traits
    Trap
    Elemental

    Check
    Combat
    14
    OR
    Disable
    Fortitude
    Perception
    9

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

    Barrier 5
    Spoiler:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Venomous Dagger
    Weapon 3

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    11

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Weapon 2
    Spoiler:
    Wounding Spear-axe
    Weapon 3

    Traits
    Axe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 3
    Spoiler:
    Blackjack’s Rapier
    Weapon 4

    Traits
    Loot
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    Blackjack

    Check
    Strength
    Acrobatics
    Melee
    13

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

    Weapon 4
    Spoiler:
    Vindicator
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Weapon 5
    Spoiler:
    Horrorbane Heavy Pick
    Weapon 5

    Traits
    Pick
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    13

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

    Random Spells:
    Spell 1
    Spoiler:
    Safe Haven
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    3

    Powers
    Display to move yourself together with any number of local characters, ignoring any movement restrictions.
    You may not use this power during an encounter. While displayed:
    • At the end of your turn, banish, and any number of local characters may move together.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.

    Spell 2
    Spoiler:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

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

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

    Spell 3
    Spoiler:
    Magical Mansion
    Spell 3

    Traits
    Magic
    Arcane
    Healing

    Check
    Intelligence
    Arcane
    8

    Powers
    Display next to a location. While displayed:
    • Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
    • At the start of your turn or when this location is closed, banish.

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

    Spell 4
    Spoiler:
    Wall Of Light
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Loot

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    Display. While displayed:
    • For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
    • On another local character’s combat check, add 1d4 and the Magic trait.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spell 5
    Spoiler:
    Disintegrate
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Moon Maiden Armor
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
    • On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
    If proficient, you may do this after the roll.

    Armor 2
    Spoiler:
    Maiden’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Gray Maiden
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    10

    Powers
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 3
    Spoiler:
    Mantle Of Life
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    13

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

    Armor 4
    Spoiler:
    Impervious Chain Shirt
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 4.
    • When you suffer any damage, you may discard to reduce it to 0.
    • You may discard to remove 1 of your scourges.

    Armor 5
    Spoiler:
    Dread Helm
    Armor 5

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Divine
    Fortitude
    12

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 3.
    If proficient, when you suffer any damage, freely reveal to reduce it by 2.
    Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
    After playing this armor, you may not play a Helm boon this encounter.

    Random Items:
    Item 1
    Spoiler:
    Wayfinder
    Item 3

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    10

    Powers
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.

    Item 2
    Spoiler:
    Headband Of Mental Superiority
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    13

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

    Item 3
    Spoiler:
    Wand Of Flame
    Item 2

    Traits
    Wand
    Magic
    Arcane
    Divine
    Attack
    Fire
    Veteran

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    11

    Powers
    For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.

    Item 4
    Spoiler:
    Bottled Lightning
    Item 4

    Traits
    Liquid
    Alchemical
    Attack
    Electricity
    Ranged

    Check
    Intelligence
    12

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

    Item 5
    Spoiler:
    Ambrosia
    Item 3

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    12

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

    Random Allies:
    Ally 1
    Spoiler:
    Ausio Carowyn
    Ally 3

    Traits
    Loot
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    7
    OR
    Banish A Weapon
    0

    Powers
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

    Ally 2
    Spoiler:
    Sklar-quah Thundercaller
    Ally 4

    Traits
    Human
    Skald
    Respect

    Check
    Charisma
    Diplomacy
    11
    OR
    Summon And Defeat A Barrier
    0

    Powers
    Display. While displayed:
    • On all Strength and Acrobatics checks, add 1d6.
    • At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Strength and Acrobatics checks, add 3.

    Ally 3Ally 4
    Spoiler:
    Hippogriff Fledgling
    Ally 4

    Traits
    Animal
    Mount

    Check
    Wisdom
    Survival
    11

    Powers
    If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
    Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.

    Ally 5
    Spoiler:
    Acadamae Scholar
    Ally 3

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    10
    OR
    Charisma
    Diplomacy
    14

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessing 2
    Spoiler:
    Asmodeus’s Tyranny
    Blessing 1

    Traits
    Deity: Asmodeus
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    5+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, you may bury your hand and discards to reroll.

    On any check, recharge to bless.
    If the character fails the check, a random character buries a card.
    Discard to explore.

    Blessing 3
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 4
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessing 5
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Turn: 4 Flenta/Gimry

    Top of Blessing Discard Pile: Gorum’s Iron - When this is the hour: On your non-Attack combat check, add 1.

    Top Blessing:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

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

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


    Blessings Remaining: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 5 Quinn)
    Spoiler:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

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

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

    Blessings Deck Card 2 (Turn 6 Valaros)
    Spoiler:
    The Lucky Drunk
    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.

    Blessings Deck Card 3 (Turn 7 Radillo)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Blessings Deck Card 4 (Turn 8 Alahazra)
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Blessings Deck Card 5 (Turn 9 Flenta)
    Spoiler:
    Rovagug’s Destruction
    Blessing 2

    Traits
    Deity: Rovagug
    Divine
    Veteran

    Check
    Banish
    A
    Boon
    5+#
    OR
    Bury A Boon Whose Level Is Equal To #
    0

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may banish a random blessing from your discards to bless.

    On your check, recharge to bless twice, then banish the top blessing of the hourglass.
    Recharge to explore, then shuffle a new monster into a random location.

    Blessings Deck Card 6 (Turn 10 Quinn)
    Spoiler:
    The Locksmith
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Blessings Deck Card 7 (Turn 11 Valaros)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 8 (Turn 12 Radillo)
    Spoiler:
    Lady Luck
    Blessing 3

    Traits
    Deity: Desna
    Divine

    Check
    Wisdom
    Divine
    Perception
    8

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

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

    Blessings Deck Card 9 (Turn 13 Alahazra)
    Spoiler:
    The Father Of Creation
    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.

    Blessings Deck Card 10 (Turn 14 Flenta)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

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

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

    Blessings Deck Card 11 (Turn 15 Quinn)
    Spoiler:
    Zon-kuthon’s Pain
    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.

    Blessings Deck Card 12 (Turn 16 Valaros)
    Spoiler:
    The Courtesan
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

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

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

    Blessings Deck Card 13 (Turn 17 Radillo)
    Spoiler:
    The Twin
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Stealth
    4+#

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

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

    Blessings Deck Card 14 (Turn 18 Alahazra)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 15 (Turn 19 Flenta)
    Spoiler:
    The Owl
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

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

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

    Blessings Deck Card 16 (Turn 20 Quinn)
    Spoiler:
    Norgorber’s Shadow
    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.

    Blessings Deck Card 17 (Turn 21 Valaros)
    Spoiler:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.

    On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

    Blessings Deck Card 18 (Turn 22 Radillo)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 19 (Turn 23 Alahazra)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 20 (Turn 24 Flenta)
    Spoiler:
    The Gold-fisted
    Blessing 3

    Traits
    Deity: Abadar
    Divine

    Check
    Craft
    Divine
    8

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

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

    Blessings Deck Card 21 (Turn 25 Quinn)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 22 (Turn 26 Valaros)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 23 (Turn 27 Radillo)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 24 (Turn 28 Alahazra)
    Spoiler:
    The Eclipse
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 25 (Turn 29 Flenta)
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 26 (Turn 30 Quinn)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

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

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

    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

    Trail Card 1 - Cotct Gargoyle:
    Cotct Gargoyle
    Monster 4

    Traits
    Gargoyle

    Check
    Combat
    21

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

    Trail Card 2 - Garden Guardian:
    Garden Guardian
    Monster 3

    Traits
    Outsider
    Plant

    Check
    Combat
    15

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

    Trail Card 3:
    Firepelt Cougar
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    12

    Powers
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.

    Trail Card 4:
    Red Mantis Mask
    Item 3

    Traits
    Accessory
    Magic
    Deity: Achaekek
    Red Mantis

    Check
    Constitution
    Fortitude
    8

    Powers
    On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
    On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.

    Trail Card 5:
    Poison Gas
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Craft
    Disable
    6+#

    Powers
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.

    Trail Card 6:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Trail Card 7:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

    Powers
    Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

    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

    Graveyard Card 1:
    Biting Tigers
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Combat
    16
    OR
    Acrobatics
    Disable
    Stealth
    9

    Powers
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1d6 Combat damage.

    Graveyard Card 2:
    Mandraivus
    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.

    Graveyard Card 3:
    Kazavon’s Iron Golem
    Monster 5

    Traits
    Construct
    Golem
    Veteran

    Check
    Combat
    19+#

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

    Graveyard Card 4:
    Totem Klar
    Armor 4

    Traits
    Shield
    Offhand
    Piercing
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    11

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Graveyard Card 5:
    Wyvern Blade Trap
    Barrier 3

    Traits
    Trap
    Poison

    Check
    Dexterity
    Disable
    10
    OR
    Wisdom
    Perception
    12

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

    Graveyard Card 6:
    The Tall Knife
    Weapon P3

    Traits
    Object
    Guillotine
    Slashing
    2-Handed

    Check
    Strength
    12

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

    Graveyard Card 7:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Graveyard Card 8:
    Corpse Plate
    Armor P3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Display. While displayed:
    • You may evade Undead monsters you encounter.
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

    Graveyard Card 9:
    Ash Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    22

    Powers
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

    Graveyard Card 10:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

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

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

    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

    Graveyard 2 Card 1:
    Dire Lion
    Monster 3

    Traits
    Animal

    Check
    Combat
    17

    Powers
    Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
    Damage is increased by 1d4-1.

    Graveyard 2 Card 2:
    Baykok
    Monster 5

    Traits
    Trigger
    Undead

    Check
    Combat
    21

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

    Graveyard 2 Card 3:
    Lion’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Graveyard 2 Card 4:
    Keen Spiked Chain
    Weapon 5

    Traits
    Chain
    Melee
    Piercing
    Finesse
    2-handed
    Magic

    Check
    Strength
    Acrobatics
    Melee
    15

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

    Graveyard 2 Card 5:
    Mithrodar The Chained
    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.

    Graveyard 2 Card 6:
    Sable Company Hide
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    11

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

    Graveyard 2 Card 7:
    Forbiddance
    Barrier 5

    Traits
    Curse
    Trap
    Magic

    Check
    Wisdom
    13
    OR
    Arcane
    Divine
    15

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

    Graveyard 2 Card 8:
    Landshark
    Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, encounter this monster.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Graveyard 2 Card 9:
    Chimera
    Monster 3

    Traits
    Aberration
    Chimera

    Check
    Combat
    9
    THEN
    Combat
    10
    THEN
    Combat
    11

    Powers
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, 3 random local characters suffer 1d4 Combat damage.

    Graveyard 2 Card 10:
    Stinging Wasps
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Dexterity
    Acrobatics
    Perception
    11
    OR
    Disable
    9

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

    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

    Graveyard 3 Card 1:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Graveyard 3 Card 2:
    Acidic Bolas
    Weapon 3

    Traits
    Chain
    Ranged
    Bludgeoning
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.

    Graveyard 3 Card 3:
    Cytillipede
    Monster 4

    Traits
    Vermin

    Check
    Combat
    16

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

    Graveyard 3 Card 4:
    Stone-shard Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    14

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

    Graveyard 3 Card 5:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

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

    Graveyard 3 Card 6:
    Hordemaster
    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.

    Graveyard 3 Card 7:
    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.

    Graveyard 3 Card 8:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

    Powers
    If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
    If defeated, summon and encounter a weapon, a spell, an armor, or an item.

    Graveyard 3 Card 9:
    Ghast
    Monster 3

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    13+##

    Powers
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
    If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.

    Graveyard 3 Card 10:
    Sable Company Leathers
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Acrobatics
    Fortitude
    10

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

    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

    Graveyard 4 Card 1:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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

    Graveyard 4 Card 2:
    Symbol Of Insanity
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

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

    Graveyard 4 Card 3:
    Shoanti Barbarian Hide
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Graveyard 4 Card 4:
    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.

    Graveyard 4 Card 5:
    Brain Mold
    Barrier 4

    Traits
    Obstacle
    Plant

    Check
    Intelligence
    Knowledge
    10
    OR
    Wisdom
    Survival
    7

    Powers
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    • At the start of your turn, you may encounter this barrier.
    • When this location is closed, banish this barrier.

    Graveyard 4 Card 6:
    Deathbane Throwing Axe
    Weapon 5

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    13

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

    Graveyard 4 Card 7:
    Gray Maiden Footsoldier
    Monster 2

    Traits
    Human
    Fighter
    Gray Maiden
    Veteran

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

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

    Graveyard 4 Card 8:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Graveyard 4 Card 9:
    Dybbuk
    Monster 5

    Traits
    Undead
    Incorporeal

    Check
    Combat
    22

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

    Graveyard 4 Card 10:
    Bearskin Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.
    • On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.

    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

    Graveyard 5 Card 1:
    Emperor Scorpion
    Monster 4

    Traits
    Trigger
    Vermin
    Veteran

    Check
    Combat
    20

    Powers
    When examined, suffer 1 Poison damage, then encounter this monster.
    Immune to Mental.
    If you are at an Underground location, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Poisoned.

    Graveyard 5 Card 2:
    Assassination Squad
    Barrier 3

    Traits
    Trigger
    Skirmish
    Red Mantis

    Check
    None
    0

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

    Graveyard 5 Card 3:
    Enormous Reefclaw
    Monster 3

    Traits
    Aberration
    Aquatic

    Check
    Combat
    19

    Powers
    Before acting, each local character suffers 1 Combat damage.
    If this monster would be defeated, reroll.

    Graveyard 5 Card 4:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

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

    Graveyard 5 Card 5:
    Voidglass Armor
    Armor 3

    Traits
    Heavy Armor
    Magic
    Loot

    Check
    Constitution
    Fortitude
    9

    Powers
    Display. While displayed:
    • When you suffer any damage, you may recharge to reduce it by 1.
    • When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Graveyard 5 Card 6:
    Verminbane Warhammer
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Graveyard 5 Card 7:
    Hippogriff Rider
    Monster 4

    Traits
    Trigger
    Human
    Ranger
    And
    Animal

    Check
    Combat
    18
    THEN
    Combat
    17
    OR
    Survival
    11

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

    Graveyard 5 Card 8:
    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.

    Graveyard 5 Card 9:
    Magic Spiked Full Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Display. While displayed:
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Graveyard 5 Card 10:
    Ambush
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    Wisdom
    Perception
    Stealth
    8+#

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

    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

    Base Card 1:
    Ketrik
    Supporter 2

    Traits
    Human
    Fighter

    Check
    NONE
    0

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

    Base Card 2:
    Boors
    Supporter 2

    Traits
    Human
    Ranger

    Check
    NONE
    0

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

    Base Card 3:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

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

    Base Card 4:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

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

    Base Card 5:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

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

    Base Card 6:
    Jayna Lemore
    Supporter 3

    Traits
    Human
    Paladin

    Check
    NONE
    0

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


  • Flenta Deck Handler

    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.

    Cotct Gargoyle:

    Monster 4
    Traits
    Gargoyle

    Check
    Combat
    21

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

    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

    Roll Details:

    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.

    "

    Flenta wrote:

    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

    Deck, Discard, Buried:

    Reloaded:
    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:

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

    Favored Card: Weapon or Spell
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Weapons ☑ Armors
    POWERS:
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
    ☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☑ or non-combat) check.
    ☑ You automatically succeed at your check to recharge (☑ or acquire) an item that has the Magic trait.

    "

    At the Start of Quinn's turn I will display my armor

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