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

Game Master MorkXII

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


1,051 to 1,100 of 1,371 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>

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

Continuing turn...

Have to redo move roll, since are 7 locations (not 6). Move roll?: 1d7 ⇒ 7 - Office. Move to Office

Encounter Biting Tigers (all alone, BYA doesn't matter).

Combat 16 w/ Keen Chain (reloading chain): 1d10 + 1d8 + 13 ⇒ (8) + (3) + 13 = 24 - tiger defeated

As Quinn shifts from the manor to an outer bungalow to follow a lead, he encounters a palace feline roaming the grounds. The investigator puts it down, but not without receiving a jagged scratch.

Discard Djinn to explore, encounter Warning Bells.

Warning Bells:

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.

An alarm rings out, indicating that Quinn's presence has been detected.

Int 15 w/ my Publican: 1d10 + 4 + 2d10 ⇒ (5) + 4 + (6, 1) = 16 - defeated, Publican healed

Ok, this is going to be interesting. Will examine siege deck until hit undead or a curse card.

Quinn becomes hazy and stumbles through bramble bushes. His arm throbs, perhaps from the tiger's poisoned claws.

Images flash and pop in a fevered display...

Assassination Attempt
Ghastly Runes (trigger, must encounter)

Asking for Rad's B of Master of Masters.

Disable 16 (6+5+5) w/ buried tonic, Rad's blessing: 1d10 + 5 + 1d8 + 3 + 2d10 ⇒ (1) + 5 + (6) + 3 + (1, 1) = 17 - runes defeated, djinn healed

Still examining:

Red Mantis Assassin
Assassination Attempt
Cursed Statue (is a curse, so stop examining)

Display Zellara to avoid Cursed Statue trigger, then reload Statue. The siege deck is now shuffled, w/ Statue on top.

Discard Jasan to explore, encounter statue.

Asking for Val's Abadar.

Disable 10 w/ blessing: 1d10 + 5 + 2d10 ⇒ (4) + 5 + (9, 4) = 22 - defeated, Jasan healed

Quinn skirts a patch of deadly runes and crashes into a statue, knocking it from its pedestal and dashing it to pieces.

Display Slick Leather, bury Zellara. EOT examine. Which card?: 1d29 ⇒ 10 - Evoker.

Quinn wrote:

Hand: Djinn, Master of Masters, Humanbane Rapier, Cerulean Mastermind, Shock Kukri, Blackjack's Rapier, Elixir of Healing, The Carnival,

Displayed: Slick Leather,
Deck: 10 Discard: 0 Buried: 2
Hero Points: 6
"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)

Summary: Cards 1-7 of siege deck were examined. Cards 1, 2, 4, 7 were banished. Used Val's Abadar and Rad's Master of Masters. Siege deck is shuffled. Top card of siege deck is Evoker.


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: 6-5C: Revisiting the Countess

  • Harrow suit: Hammers
    STORY BANES:
  • Danger: Red Mantis Assassin
  • Villain: None
  • Henchmen: None

    SETUP:

  • When building the locations, set aside the banes in a siege pile, then shuffle in a number of non-closing henchman Red Mantis Assassins-Proxy A and Assassination Attempts-Proxy B equal to the number of characters.

    DURING THIS SCENARIO:

  • When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
  • While using a power that examines cards, you may treat the siege pile as your location.
  • When a bane is undefeated, banish the top card of your location and of an unoccupied location; when a location has no cards, it closes automatically.
  • At the end of your move step, you may move to a random location; if you do not, banish the top card of that location.
  • When the last location closes, you lose.
  • To win, empty the siege pile.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    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 3
    Spoiler:
    Emperor Scorpion
    Monster 4

    Traits
    Trigger
    Vermin
    Veteran

    Check
    Combat
    20

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

    Monster 4
    Spoiler:
    Manticore
    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    15

    Powers
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.

    Monster 5
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

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

    Barrier 2
    Spoiler:
    Red Mantis Ambush
    Barrier 4

    Traits
    Skirmish
    Red Mantis

    Check
    None
    0

    Powers
    Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
    Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.

    Barrier 3
    Spoiler:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

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

    Barrier 4
    Spoiler:
    Wall Of Lightning
    Barrier 3

    Traits
    Obstacle
    Construct
    Elemental
    Electricity

    Check
    Dexterity
    Constitution
    Acrobatics
    Fortitude
    10

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

    Barrier 5
    Spoiler:
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Acidic Bolas
    Weapon 3

    Traits
    Chain
    Ranged
    Bludgeoning
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Weapon 2
    Spoiler:
    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.

    Weapon 3
    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 4
    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 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:
    Giant Form
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    13

    Powers
    Display next to a local character.
    While displayed:
    • This character’s Strength and Constitution skills are 1d12+4.
    • On this character’s Strength checks, add 1d4.
    • At the end of the turn, banish.

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

    Spell 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:
    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:
    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:
    Breath Of Life
    Spell 5

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    13

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

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

    Random Armors:
    Armor 1
    Spoiler:
    Magic Spiked Full Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

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

    Armor 2
    Spoiler:
    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:
    Stone-shard Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    14

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

    Armor 5
    Spoiler:
    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:
    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 3
    Spoiler:
    Marked Cards
    Item 3

    Traits
    Tool
    Magic
    Gambling

    Check
    Intelligence
    Craft
    Disable
    10

    Powers
    Recharge to examine the bottom 3 cards of any character’s deck and return them in any order.
    Discard to examine the bottom 3 cards of any location and return them in any order.

    Item 4
    Spoiler:
    Bloodroot Poison
    Item 3

    Traits
    Liquid
    Alchemical
    Poison

    Check
    Intelligence
    Craft
    9

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

    Item 5
    Spoiler:
    Ambrosia
    Item 3

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    12

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

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

    Traits
    Undead
    Ghost

    Check
    Wisdom
    Survival
    13
    OR
    Suffer The Scourge Frightened
    0

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

    Ally 2
    Spoiler:
    Dream Spider
    Ally 3

    Traits
    Vermin

    Check
    Wisdom
    Survival
    10
    OR
    Craft
    11

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

    Ally 3
    Spoiler:
    Lyrune-quah Moon Maiden
    Ally 5

    Traits
    Loot
    Human
    Barbarian
    Respect

    Check
    Charisma
    Diplomacy
    11
    OR
    Summon And Defeat A Monster
    0

    Powers
    Display. While displayed:
    • On all combat and Fortitude checks, add 1d6.
    • At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.

    Ally 4
    Spoiler:
    Jasan Adriel
    Ally 4

    Traits
    Human
    Spy

    Check
    Charisma
    Diplomacy
    11
    OR
    Knowledge
    10

    Powers
    On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    This exploration, when you would encounter a story bane, another local character may encounter it instead.

    Ally 5
    Spoiler:
    Djinn
    Ally 3

    Traits
    Outsider
    Genie

    Check
    Charisma
    Diplomacy
    Knowledge
    12

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 2
    Spoiler:
    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.

    Blessing 3
    Spoiler:
    The Sickness
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage, suffer the scourge Plagued.

    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

    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:
    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: 2 Valaros/Katlyn99

    Top of Blessing Discard Pile: The Queen Mother - When this is the hour: Your Knowledge check is blessed.

    Top Blessing:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

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

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


    Blessings Remaining: 28
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 3 Radillo)
    Spoiler:
    Urgathoa’s Gluttony
    Blessing 2

    Traits
    Deity: Urgathoa
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

    Powers
    WHEN THIS IS THE HOUR
    On your check to acquire a boon, add 1d6; if you succeed, bury the boon.

    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 2 (Turn 4 Alahazra)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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

    Blessings Deck Card 3 (Turn 5 Flenta)
    Spoiler:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

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

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

    Blessings Deck Card 4 (Turn 6 Quinn)
    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 5 (Turn 7 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 6 (Turn 8 Radillo)
    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.

    Blessings Deck Card 7 (Turn 9 Alahazra)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Blessings Deck Card 8 (Turn 10 Flenta)
    Spoiler:
    The Survivor
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Blessings Deck Card 9 (Turn 11 Quinn)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 10 (Turn 12 Valaros)
    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 11 (Turn 13 Radillo)
    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 12 (Turn 14 Alahazra)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 13 (Turn 15 Flenta)
    Spoiler:
    Grandmother Nightmare
    Blessing 3

    Traits
    Deity: Lamashtu
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you fail to acquire a boon, you may shuffle it and a new monster into its location.

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

    Blessings Deck Card 14 (Turn 16 Quinn)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 15 (Turn 17 Valaros)
    Spoiler:
    The Worldbreaker
    Blessing 3

    Traits
    Deity: Rovagug
    Divine

    Check
    Banish A Boon
    0

    Powers
    WHEN THIS IS THE HOUR
    You may banish a random blessing from your discards to explore.

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

    Blessings Deck Card 16 (Turn 18 Radillo)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 17 (Turn 19 Alahazra)
    Spoiler:
    Our Lord In Iron
    Blessing 3

    Traits
    Deity: Gorum
    Divine

    Check
    Divine
    Melee
    Ranged
    8

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

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

    Blessings Deck Card 18 (Turn 20 Flenta)
    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 19 (Turn 21 Quinn)
    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 20 (Turn 22 Valaros)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Blessings Deck Card 21 (Turn 23 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 22 (Turn 24 Alahazra)
    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 23 (Turn 25 Flenta)
    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 24 (Turn 26 Quinn)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 25 (Turn 27 Valaros)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 26 (Turn 28 Radillo)
    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.

    Blessings Deck Card 27 (Turn 29 Alahazra)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 28 (Turn 30 Flenta)
    Spoiler:
    The Real Rabbit Prince
    Blessing P1

    Traits
    Suit:Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    6+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, draw this card.

    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character’s discards to bless.
    Discard into a random character’s discards to explore. This exploration, your checks are blessed.

    Scenario Deck Card 1 - Evoker:
    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.

    Scenario Deck Card 2:
    Xenarth
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    24

    Powers
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.

    Scenario Deck Card 3:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Scenario Deck Card 4:
    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.

    Scenario Deck Card 5:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Scenario Deck Card 6:
    Assassination Attempt
    Story Bane Barrier 3

    Traits
    Skirmish
    Red Mantis
    Veteran

    Check
    Combat
    14+##
    OR
    Fortitude
    Perception
    5+#

    Powers
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated.
    If undefeated, bury either an armor or Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Deck Card 7:
    Dandasuka
    Monster 3

    Traits
    Outsider
    Rakshasa

    Check
    Combat
    11

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

    Scenario Deck Card 8:
    Fury Devil
    Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    23

    Powers
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
    If undefeated, each local character suffers 1d4 Force damage.

    Scenario Deck Card 9:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Scenario Deck Card 10:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Scenario Deck Card 11:
    Assassination Attempt
    Story Bane Barrier 3

    Traits
    Skirmish
    Red Mantis
    Veteran

    Check
    Combat
    14+##
    OR
    Fortitude
    Perception
    5+#

    Powers
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated.
    If undefeated, bury either an armor or Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Deck Card 12:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Scenario Deck Card 13:
    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.

    Scenario Deck Card 14:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Scenario Deck Card 15:
    Assassination Attempt
    Story Bane Barrier 3

    Traits
    Skirmish
    Red Mantis
    Veteran

    Check
    Combat
    14+##
    OR
    Fortitude
    Perception
    5+#

    Powers
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated.
    If undefeated, bury either an armor or Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Deck Card 16:
    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.

    Scenario Deck Card 17:
    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.

    Scenario Deck Card 18:
    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.

    Scenario Deck Card 19:
    Assassination Attempt
    Story Bane Barrier 3

    Traits
    Skirmish
    Red Mantis
    Veteran

    Check
    Combat
    14+##
    OR
    Fortitude
    Perception
    5+#

    Powers
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated.
    If undefeated, bury either an armor or Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Deck Card 20:
    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.

    Scenario Deck Card 21:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

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

    Scenario Deck Card 22:
    Assassination Attempt
    Story Bane Barrier 3

    Traits
    Skirmish
    Red Mantis
    Veteran

    Check
    Combat
    14+##
    OR
    Fortitude
    Perception
    5+#

    Powers
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated.
    If undefeated, bury either an armor or Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Deck Card 23:
    Banshee
    Monster 5

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    21

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

    Scenario Deck Card 24:
    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.

    Scenario Deck Card 25:
    Labyrinth
    Barrier 1

    Traits
    Obstacle
    Veteran

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

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

    Arsenal
    Traits: Underground, Urban
    At This Location: On your combat check, add 1 for each weapon played.
    When Closing: Summon and acquire a weapon.
    When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
    M:0 Ba:0 W:3 Sp:0 Ar:2 I:1 Al:1 Bl:0 ?:0

    Arsenal Card 1:
    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.

    Arsenal 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.

    Arsenal 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.

    Arsenal Card 4:
    Belt Of Physical Might
    Item 4

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    13

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

    Arsenal Card 5:
    Ruan Mirukova
    Ally 3

    Traits
    Loot
    Human
    Bard

    Check
    Charisma
    Diplomacy
    12

    Powers
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.

    Arsenal Card 6:
    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.

    Arsenal Card 7:
    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.

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

    Manor Card 1:
    Cerulean Mastermind
    Ally 3

    Traits
    Human
    Aristocrat
    Rogue

    Check
    Charisma
    Diplomacy
    Stealth
    12

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

    Manor Card 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.

    Manor Card 3:
    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.

    Manor Card 4:
    Divine Fortune
    Spell 3

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display. While displayed:
    • On local checks, add 1d6.
    • At the start of your turn, banish.

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

    Manor Card 5:
    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.

    Manor Card 6:
    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.

    Manor Card 7:
    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.

    Reading Room
    Traits: Sacred, Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M:0 Ba:0 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:3 ?:0
    Located here: Val

    Reading Room Card 1:
    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.

    Reading Room Card 2:
    Hellknight Of The Nail
    Ally 3

    Traits
    Human
    Hellknight

    Check
    Charisma
    Diplomacy
    11

    Powers
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Reading Room Card 3:
    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.

    Reading Room Card 4:
    Wand Of Restorative Touch
    Item 4

    Traits
    Wand
    Divine
    Magic
    Healing

    Check
    Wisdom
    Divine
    10

    Powers
    Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.

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

    Reading Room Card 5:
    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.

    Reading Room Card 6:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Veteran

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.

    Reading Room Card 7:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Ignore cards’ before acting powers.

    On a local check, bury to bless twice.
    Discard to explore.

    Stable
    Traits: Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:0 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:0
    Located here: Rad

    Stable Card 1:
    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.

    Stable Card 2:
    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.

    Stable Card 3:
    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.

    Stable Card 4:
    Skoan-quah Boneslayer
    Ally 4

    Traits
    Human
    Ranger
    Respect

    Check
    Charisma
    Diplomacy
    11
    OR
    Summon And Defeat The Danger

    Powers
    Display. While displayed:
    • On all Dexterity and Survival checks, add 1d6.
    • At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.

    Stable 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.

    Chambers
    Traits: Underground, Urban
    At This Location: When you fail to acquire a boon, shuffle it into its location.
    When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:0 ?:0

    Chambers Card 1:
    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.

    Chambers Card 2:
    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.

    Chambers Card 3:
    Blue War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    4

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

    Chambers Card 4:
    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.

    Chambers Card 5:
    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.

    Chambers Card 6:
    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.

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

    Library Card 1:
    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.

    Library Card 2:
    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.

    Library Card 3:
    Major Harrowing
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    14

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

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.

    Library Card 4:
    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.

    Library Card 5:
    Bottled Lightning
    Item 4

    Traits
    Liquid
    Alchemical
    Attack
    Electricity
    Ranged

    Check
    Intelligence
    12

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

    Library Card 6:
    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.

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

    Office Card 1:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    11

    Powers
    Display. While displayed:
    • For your combat checks, you may use Arcane + 3d6.
    • At the end of your turn, banish.

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

    Office Card 2:
    Sklar-quah Thundercaller
    Ally 4

    Traits
    Human
    Skald
    Respect

    Check
    Charisma
    Diplomacy
    11
    OR
    Summon And Defeat A Barrier
    0

    Powers
    Display. While displayed:
    • On all Strength and Acrobatics checks, add 1d6.
    • At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Strength and Acrobatics checks, add 3.

    Office Card 3:
    Hippogriff Fledgling
    Ally 4

    Traits
    Animal
    Mount

    Check
    Wisdom
    Survival
    11

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

    Office Card 4:
    Speed Battleaxe
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    14

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

    Office Card 5:
    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.

    Office Card 6:
    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.


  • Deck Handler

    OFF-TURN ACTIONS: Discard BoAbadar for Quinn
    Hourglass Discard: The Queen Mother
    WHEN THIS IS THE HOUR: Your Knowledge check is blessed.
    Move: random location: 1d7 ⇒ 4
    Val moves to the Stable

    Explore: Evoker
    damage type: 1d6 ⇒ 5 Electricity
    BYA: a random local character suffers 1 damage.
    random local val 1 rad 2: 1d2 ⇒ 2
    Rad suffers 1 Electricity damage.
    Reveal spirit sword, recharge Soldier, reload Retriever
    Combat 10+5+5: 1d10 + 5 + 1d6 + 1 + 1d4 + 1d6 ⇒ (2) + 5 + (3) + 1 + (4) + (4) = 19 using my reroll
    Combat 10+5+5: 1d10 + 5 + 3 + 1 + 4 + 4 ⇒ (10) + 5 + 3 + 1 + 4 + 4 = 27
    AYA: damage: 1d4 ⇒ 2 Discard Angelic Armor. Attempting Recharge.
    Fortitude 6: 1d8 + 3 ⇒ (7) + 3 = 10

    Valeros wrote:

    Hand: Spirit Sword, Greatclub +3, Fortified Breastplate, Retriever, Evangelist,

    Displayed:
    Deck: 14 Discard: 1 Buried: 0
    Current Location: Stable
    Hero Points Available: 4/4
    Hero Points used: 0
    Reroll Used: Yes
    NOTES:
    Available Support: Feel free to recharge/reload a weapon/armor/ally to add a 1d6 to a local combat check (5 available).
    Other: I can avenge by discarding. 0 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ukwar Axe (Loot), Blessing of Angradd, Belt of Physical Might (Curse), Flaming Longsword +3, Viking Shieldmaster, Hat of Glamour, Magic Full Plate (Core), Frost Lance +2, Surgeon, Blessing of Shizuru, Ring of Stony Flesh, Breakaway Spear
    Recharged: Soldier (Core), Angelic Armor (Loot),
    Discard Pile: Blessing of Abadar,
    Buried Pile:

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

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


    Radillo's Deck Manager

    Off turn updates: Discard Blessing of Master of Masters for Quinn's check.
    During Val's turn, discard Cleric of Nethys for Electricity damage.

    Start of turn: The hour of Urgathoa's Gluttony
    When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
    End of move step, move to a random location: 1d7 ⇒ 3 Reading Room

    Bound Imp to recovery to draw 2 cards: Embiggen & Wand of Enervation
    Explore:

    Xenarth:
    Monster 4
    Traits
    Outsider
    Demon

    Check
    Combat
    24

    Powers
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.

    Twisted Space to recovyer to evade. Examine bottom card of deck: The Foreign Trader - Leave on bottom.

    Overwhelmed by the onslaught of attackers, Radillo creates and arcane portal and jumps through, ending up in room full of books and a particularly comfortable looking armchair.

    Discard Pharasma's Knowing to draw 2 (Salvator Scream, Spellbook), rechage 2 (Binder's Tome, Salvator Scream) then explore random top card of siege deck: 1d24 + 1 ⇒ (6) + 1 = 7:

    Dandasuka:
    Monster 3
    Traits
    Outsider
    Rakshasa

    Check
    Combat
    11

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

    Display Embiggen. Draw Salvator Scream from bottom of deck. Acadamae Scholar adds 1 to BYA check
    Wisdom 7: 1d8 + 1 ⇒ (6) + 1 = 7 success!
    Wand of Enervation to recovery to reduce difficulty by: 2d4 ⇒ (3, 3) = 6
    Request Quinn discards the Carnival to bless (to avoid Monster's power). Acadamae Scholar adds 1.
    Combat 11-6=5: 2d10 + 1 ⇒ (8, 5) + 1 = 14 defeated

    A Rakshasa corners her in the Reading Room. With wand in hand, she saps the outsiders energy and slams and embiggened fist into its face.

    End turn. Attempt recovery:
    Bound Imp: Arcane 8: 1d10 + 7 + 1d4 ⇒ (4) + 7 + (1) = 12 -> Bound Imp recharged discarded.
    Twisted Space: Arcane 10: 1d10 + 7 + 1d4 ⇒ (9) + 7 + (3) = 19 -> Twisted Space recharged.
    Wand of Enervation: Arcane 12: 1d10 + 7 + 1d4 ⇒ (9) + 7 + (2) = 18 -> Wand of Enervation recharged.
    Embiggen: Arcane 10: 1d12 + 7 + 1d8 ⇒ (11) + 7 + (7) = 25 -> Embiggen recharged.

    Reset hand.

    Radillo wrote:

    Hand: Disintegrate, Fire Snake, Chain Lightning, Spellbook, Acadamae Scholar, Salvator Scream, Steal Soul (Loot),

    Displayed:
    Deck: 11 Discard: 3 Buried: 0
    Current Location: Reading Room
    Hero Points: 9
    NOTES:
    Available Support: Steal Soul will be displayed as soon as possible. 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 5C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ice Chemist, Cloudburst, Create Mindscape, Death's Touch, Channel the Gift
    Recharged: The Foreign Trader, Binder's Tome, Wand of Enervation, Bound Imp, Twisted Space, Embiggen,
    Discard Pile: Blessing of the Master of Masters, Cleric of Nethys, Pharasma's Knowing (Loot),
    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 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.

    Turn Summary:[/b]
    Card 7 banished, siege deck shuffled.


    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 discarded for Radillo.

    Quinn wrote:

    Hand: Djinn, Master of Masters, Humanbane Rapier, Cerulean Mastermind, Shock Kukri, Blackjack's Rapier, Elixir of Healing,

    Displayed: Slick Leather,
    Deck: 10 Discard: 1 Buried: 2
    Hero Points: 6
    "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: 6-5C: Revisiting the Countess

  • Harrow suit: Hammers
    STORY BANES:
  • Danger: Red Mantis Assassin
  • Villain: None
  • Henchmen: None

    SETUP:

  • When building the locations, set aside the banes in a siege pile, then shuffle in a number of non-closing henchman Red Mantis Assassins-Proxy A and Assassination Attempts-Proxy B equal to the number of characters.

    DURING THIS SCENARIO:

  • When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
  • While using a power that examines cards, you may treat the siege pile as your location.
  • When a bane is undefeated, banish the top card of your location and of an unoccupied location; when a location has no cards, it closes automatically.
  • At the end of your move step, you may move to a random location; if you do not, banish the top card of that location.
  • When the last location closes, you lose.
  • To win, empty the siege pile.
  • Siege pile notes: Xenarth, Red Mantis Assassin (x5), Assassination Attempt (x5)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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

    Monster 2
    Spoiler:
    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 3
    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 4
    Spoiler:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Monster 5
    Spoiler:
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    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.

    Barrier 2
    Spoiler:
    Foes On All Sides
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    Red Mantis Ambush
    Barrier 4

    Traits
    Skirmish
    Red Mantis

    Check
    None
    0

    Powers
    Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
    Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.

    Barrier 4
    Spoiler:
    Fangs Of Diomazul
    Barrier 3

    Traits
    Trap
    Construct

    Check
    Dexterity
    Acrobatics
    Disable
    Stealth
    11

    Powers
    If undefeated, display this barrier at your location. While displayed, at this location:
    • When you explore, suffer 1d4 Combat damage.
    • For your first exploration of your turn, you may encounter this barrier.
    • When this location is closed, banish this barrier.

    Barrier 5
    Spoiler:
    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.

    Random Weapons:
    Weapon 1
    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 2
    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 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:
    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:
    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.

    Random Spells:
    Spell 1
    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.

    Spell 2
    Spoiler:
    Scrying
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    14
    OR
    Wisdom
    Divine
    13

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

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

    Spell 3
    Spoiler:
    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 4
    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 5
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Totem Klar
    Armor 4

    Traits
    Shield
    Offhand
    Piercing
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    11

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

    Armor 2
    Spoiler:
    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:
    Voidglass Armor
    Armor 3

    Traits
    Heavy Armor
    Magic
    Loot

    Check
    Constitution
    Fortitude
    9

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

    Armor 4
    Spoiler:
    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 5
    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.

    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:
    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:
    Red War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    7

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

    Item 4
    Spoiler:
    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 5
    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.

    Random Allies:
    Ally 1
    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 2
    Spoiler:
    Acadamae Scholar
    Ally 3

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    10
    OR
    Charisma
    Diplomacy
    14

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

    Ally 3
    Spoiler:
    Firepelt Cougar
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    12

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

    Ally 4
    Spoiler:
    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.

    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:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 2
    Spoiler:
    Gozreh’s Growth
    Blessing 1

    Traits
    Deity: Gozreh
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Survival
    4+#

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

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

    Blessing 3
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 4
    Spoiler:
    The Desert
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Blessing 5
    Spoiler:
    The Crows
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Stealth
    4+#

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

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

    Turn: 4 Alahazra/magi210

    Top of Blessing Discard Pile: The Unicorn - When this is the hour: Your check to acquire is blessed.

    Top Blessing:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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


    Blessings Remaining: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 5 Flenta)
    Spoiler:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

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

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

    Blessings Deck Card 2 (Turn 6 Quinn)
    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 3 (Turn 7 Valaros)
    Spoiler:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

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

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

    Blessings Deck Card 4 (Turn 8 Radillo)
    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.

    Blessings Deck Card 5 (Turn 9 Alahazra)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Blessings Deck Card 6 (Turn 10 Flenta)
    Spoiler:
    The Survivor
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Blessings Deck Card 7 (Turn 11 Quinn)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 8 (Turn 12 Valaros)
    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 9 (Turn 13 Radillo)
    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 10 (Turn 14 Alahazra)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 11 (Turn 15 Flenta)
    Spoiler:
    Grandmother Nightmare
    Blessing 3

    Traits
    Deity: Lamashtu
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you fail to acquire a boon, you may shuffle it and a new monster into its location.

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

    Blessings Deck Card 12 (Turn 16 Quinn)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 13 (Turn 17 Valaros)
    Spoiler:
    The Worldbreaker
    Blessing 3

    Traits
    Deity: Rovagug
    Divine

    Check
    Banish A Boon
    0

    Powers
    WHEN THIS IS THE HOUR
    You may banish a random blessing from your discards to explore.

    On any check, freely 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 14 (Turn 18 Radillo)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 15 (Turn 19 Alahazra)
    Spoiler:
    Our Lord In Iron
    Blessing 3

    Traits
    Deity: Gorum
    Divine

    Check
    Divine
    Melee
    Ranged
    8

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

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

    Blessings Deck Card 16 (Turn 20 Flenta)
    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 17 (Turn 21 Quinn)
    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 18 (Turn 22 Valaros)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Blessings Deck Card 19 (Turn 23 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 20 (Turn 24 Alahazra)
    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 21 (Turn 25 Flenta)
    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 22 (Turn 26 Quinn)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 23 (Turn 27 Valaros)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 24 (Turn 28 Radillo)
    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.

    Blessings Deck Card 25 (Turn 29 Alahazra)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 26 (Turn 30 Flenta)
    Spoiler:
    The Real Rabbit Prince
    Blessing P1

    Traits
    Suit:Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    6+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, draw this card.

    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character’s discards to bless.
    Discard into a random character’s discards to explore. This exploration, your checks are blessed.

    Scenario Deck Card 1:
    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.

    Scenario Deck Card 2:
    Labyrinth
    Barrier 1

    Traits
    Obstacle
    Veteran

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

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

    Scenario Deck Card 3:
    Assassination Attempt
    Story Bane Barrier 3

    Traits
    Skirmish
    Red Mantis
    Veteran

    Check
    Combat
    14+##
    OR
    Fortitude
    Perception
    5+#

    Powers
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated.
    If undefeated, bury either an armor or Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Deck Card 4:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Scenario Deck 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.

    Scenario Deck Card 6:
    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.

    Scenario Deck Card 7:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

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

    Scenario Deck Card 8:
    Xenarth
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    24

    Powers
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.

    Scenario Deck Card 9:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Scenario Deck Card 10:
    Banshee
    Monster 5

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    21

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

    Scenario Deck Card 11:
    Assassination Attempt
    Story Bane Barrier 3

    Traits
    Skirmish
    Red Mantis
    Veteran

    Check
    Combat
    14+##
    OR
    Fortitude
    Perception
    5+#

    Powers
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated.
    If undefeated, bury either an armor or Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Deck Card 12:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Scenario Deck Card 13:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Scenario Deck Card 14:
    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.

    Scenario Deck Card 15:
    Assassination Attempt
    Story Bane Barrier 3

    Traits
    Skirmish
    Red Mantis
    Veteran

    Check
    Combat
    14+##
    OR
    Fortitude
    Perception
    5+#

    Powers
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated.
    If undefeated, bury either an armor or Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Deck Card 16:
    Assassination Attempt
    Story Bane Barrier 3

    Traits
    Skirmish
    Red Mantis
    Veteran

    Check
    Combat
    14+##
    OR
    Fortitude
    Perception
    5+#

    Powers
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated.
    If undefeated, bury either an armor or Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Deck Card 17:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Scenario Deck Card 18:
    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.

    Scenario Deck Card 19:
    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.

    Scenario Deck Card 20:
    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.

    Scenario Deck Card 21:
    Assassination Attempt
    Story Bane Barrier 3

    Traits
    Skirmish
    Red Mantis
    Veteran

    Check
    Combat
    14+##
    OR
    Fortitude
    Perception
    5+#

    Powers
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated.
    If undefeated, bury either an armor or Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Deck Card 22:
    Fury Devil
    Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    23

    Powers
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
    If undefeated, each local character suffers 1d4 Force damage.

    Scenario Deck Card 23:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Arsenal
    Traits: Underground, Urban
    At This Location: On your combat check, add 1 for each weapon played.
    When Closing: Summon and acquire a weapon.
    When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
    M:0 Ba:0 W:3 Sp:0 Ar:2 I:1 Al:1 Bl:0 ?:0

    Arsenal Card 1:
    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.

    Arsenal 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.

    Arsenal 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.

    Arsenal Card 4:
    Belt Of Physical Might
    Item 4

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    13

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

    Arsenal Card 5:
    Ruan Mirukova
    Ally 3

    Traits
    Loot
    Human
    Bard

    Check
    Charisma
    Diplomacy
    12

    Powers
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.

    Arsenal Card 6:
    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.

    Arsenal Card 7:
    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.

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

    Manor Card 1:
    Cerulean Mastermind
    Ally 3

    Traits
    Human
    Aristocrat
    Rogue

    Check
    Charisma
    Diplomacy
    Stealth
    12

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

    Manor Card 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.

    Manor Card 3:
    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.

    Manor Card 4:
    Divine Fortune
    Spell 3

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display. While displayed:
    • On local checks, add 1d6.
    • At the start of your turn, banish.

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

    Manor Card 5:
    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.

    Manor Card 6:
    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.

    Manor Card 7:
    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.

    Reading Room
    Traits: Sacred, Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M:0 Ba:0 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:3 ?:0
    Located here: Rad,

    Reading Room Card 1:
    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.

    Reading Room Card 2:
    Hellknight Of The Nail
    Ally 3

    Traits
    Human
    Hellknight

    Check
    Charisma
    Diplomacy
    11

    Powers
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Reading Room Card 3:
    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.

    Reading Room Card 4:
    Wand Of Restorative Touch
    Item 4

    Traits
    Wand
    Divine
    Magic
    Healing

    Check
    Wisdom
    Divine
    10

    Powers
    Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.

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

    Reading Room Card 5:
    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.

    Reading Room Card 6:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Veteran

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.

    Reading Room Card 7:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Ignore cards’ before acting powers.

    On a local check, bury to bless twice.
    Discard to explore.

    Stable
    Traits: Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:0 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:0
    Located here: Val

    Stable Card 1:
    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.

    Stable Card 2:
    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.

    Stable Card 3:
    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.

    Stable Card 4:
    Skoan-quah Boneslayer
    Ally 4

    Traits
    Human
    Ranger
    Respect

    Check
    Charisma
    Diplomacy
    11
    OR
    Summon And Defeat The Danger

    Powers
    Display. While displayed:
    • On all Dexterity and Survival checks, add 1d6.
    • At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.

    Stable 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.

    Chambers
    Traits: Underground, Urban
    At This Location: When you fail to acquire a boon, shuffle it into its location.
    When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:0 ?:0

    Chambers Card 1:
    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.

    Chambers Card 2:
    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.

    Chambers Card 3:
    Blue War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    4

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

    Chambers Card 4:
    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.

    Chambers Card 5:
    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.

    Chambers Card 6:
    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.

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

    Library Card 1:
    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.

    Library Card 2:
    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.

    Library Card 3:
    Major Harrowing
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    14

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

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.

    Library Card 4:
    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.

    Library Card 5:
    Bottled Lightning
    Item 4

    Traits
    Liquid
    Alchemical
    Attack
    Electricity
    Ranged

    Check
    Intelligence
    12

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

    Library Card 6:
    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.

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

    Office Card 1:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    11

    Powers
    Display. While displayed:
    • For your combat checks, you may use Arcane + 3d6.
    • At the end of your turn, banish.

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

    Office Card 2:
    Sklar-quah Thundercaller
    Ally 4

    Traits
    Human
    Skald
    Respect

    Check
    Charisma
    Diplomacy
    11
    OR
    Summon And Defeat A Barrier
    0

    Powers
    Display. While displayed:
    • On all Strength and Acrobatics checks, add 1d6.
    • At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Strength and Acrobatics checks, add 3.

    Office Card 3:
    Hippogriff Fledgling
    Ally 4

    Traits
    Animal
    Mount

    Check
    Wisdom
    Survival
    11

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

    Office Card 4:
    Speed Battleaxe
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    14

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

    Office Card 5:
    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.

    Office Card 6:
    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.

  • Scarab Sages

    Deck Handler Oracle

    Turn 4: The Unicorn
    When this is the hour: Your check to acquire is blessed.

    SoT: Examine top two of Siege deck: Giant Anaconda, Labyrinth
    Use character power to draw a card: Blessing of the Spellbound

    Random move: 1d7 ⇒ 5 -> Chambers

    Play Channel the Gift to draw and display Create Mindscape.

    Free Explore: Giant Anaconda (Combat 18)
    Fire bolt: Flip top card (Achekek's Claws, discarded, +4)
    Recharge Blessing of the spellbound to bless.
    Combat 18: 1d12 + 5 + 2d4 + 4 + 1d4 + 1d12 ⇒ (11) + 5 + (2, 1) + 4 + (1) + (9) = 33 -> Defeated

    Discard Wayfarer to explore again. (add 2d6 to checks)
    Labyrinth (Knowledge 11)
    Bury Bound Elemental to add 1d8.

    Knowledge 11: 1d8 + 3 + 1d8 + 2d6 + 1d4 ⇒ (3) + 3 + (8) + (4, 5) + (4) = 27 -> Success

    Discard Cleric of Nethys to examine the next 3 cards. (Assassination attempt, Red Mantis Assassin, poison gas)

    Put Red Mantis Assassin on top, poison gas below it, assassination attempt below it.

    Explore: Red Mantis Assassin (Combat 20+?)
    BYA Wisdom 9 Wisdom 9: 1d8 + 1d4 ⇒ (3) + (4) = 7 -> Difficulty increase: 1d6 ⇒ 6

    Use fire bolt. Flip top card (Blessing of ABraxis, discarded, +1)
    Recharge Blessing of the Spellbound to bless.
    Combat 30: 1d12 + 6 + 2d4 + 1 + 1d4 + 1d12 ⇒ (7) + 6 + (1, 4) + 1 + (2) + (4) = 25 -> Spend hero point to reroll.

    Combat 30: 1d12 + 6 + 2d4 + 1 + 1d4 + 1d12 ⇒ (8) + 6 + (3, 3) + 1 + (4) + (3) = 28 -> Failure, discard Heat Metal.

    Top card of Cham,bers and Library are discarded.

    End turn, reset hand.

    Recharge Channel 14: 1d12 + 5 + 1d4 ⇒ (3) + 5 + (1) = 9 -> Discarded
    Recharge Bound elemental 12: 1d12 + 5 + 1d4 ⇒ (11) + 5 + (1) = 17 -> Recharged

    "

    Alahazra wrote:

    Hand: Mist Horn, Fire Snake, Bound Lantern Archon, Restorative Touch, Fly, Binders Tome,
    Displayed: Create Mindscape,
    Deck: 6 Discard: 7 Buried: 0
    Hero Points: 8 // Alahazra has the following scourges marked:

    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.

    When you would heal any number of cards, you may remove this scourge instead.


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

    Skills and Powers:
    SKILLS

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

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

    When you examine 1 or more cards from a character or location deck, you may examine an additional card.
    ([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).

    "

    Siege deck shuffled, examine top two cards: top: 1d21 + 2 ⇒ (18) + 2 = 20 (Bogeyman) and second: 1d21 + 2 ⇒ (9) + 2 = 11 (Assassination attempt)

    At the start of Flenta's turn, play restorative touch to heal Al: 1d4 + 1 ⇒ (4) + 1 = 5

    (Shuffle all but Channel and Cleric of Nethys back in.)


    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: 6-5C: Revisiting the Countess

  • Harrow suit: Hammers
    STORY BANES:
  • Danger: Red Mantis Assassin
  • Villain: None
  • Henchmen: None

    SETUP:

  • When building the locations, set aside the banes in a siege pile, then shuffle in a number of non-closing henchman Red Mantis Assassins-Proxy A and Assassination Attempts-Proxy B equal to the number of characters.

    DURING THIS SCENARIO:

  • When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
  • While using a power that examines cards, you may treat the siege pile as your location.
  • When a bane is undefeated, banish the top card of your location and of an unoccupied location; when a location has no cards, it closes automatically.
  • At the end of your move step, you may move to a random location; if you do not, banish the top card of that location.
  • When the last location closes, you lose.
  • To win, empty the siege pile.
  • Siege pile notes: Poison Gas, Xenarth, Red Mantis Assassin (x5), Assassination Attempt (x5)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 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:
    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:
    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 5
    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.

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

    Traits
    Trap
    Poison

    Check
    Dexterity
    Disable
    10
    OR
    Wisdom
    Perception
    12

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

    Barrier 2
    Spoiler:
    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 3
    Spoiler:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Barrier 4
    Spoiler:
    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.

    Barrier 5
    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.

    Random Weapons:
    Weapon 1
    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 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:
    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:
    Shock Kukri
    Weapon 3

    Traits
    Knife
    Melee
    Slashing
    Electricity
    Finesse
    Magic

    Check
    Strength
    Acrobatics
    Melee
    12

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

    Random Spells:
    Spell 1
    Spoiler:
    Clairvoyance
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

    Powers
    Banish to examine the top 3 cards of any location; return them in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Spell 2
    Spoiler:
    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 3
    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.

    Spell 4
    Spoiler:
    Death’s Touch
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Undead

    Check
    Intelligence
    Arcane
    11
    OR
    Wisdom
    Divine
    13

    Powers
    For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.

    Spell 5
    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.

    Random Armors:
    Armor 1
    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 2
    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 3
    Spoiler:
    Shoanti Barbarian Hide
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 4
    Spoiler:
    Stone-shard Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    14

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

    Armor 5
    Spoiler:
    Maiden’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Gray Maiden
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    10

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

    Random Items:
    Item 1
    Spoiler:
    Marked Cards
    Item 3

    Traits
    Tool
    Magic
    Gambling

    Check
    Intelligence
    Craft
    Disable
    10

    Powers
    Recharge to examine the bottom 3 cards of any character’s deck and return them in any order.
    Discard to examine the bottom 3 cards of any location and return them in any order.

    Item 2
    Spoiler:
    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 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:
    Red Mantis Mask
    Item 3

    Traits
    Accessory
    Magic
    Deity: Achaekek
    Red Mantis

    Check
    Constitution
    Fortitude
    8

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

    Item 5
    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.

    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:
    Ausio Carowyn
    Ally 3

    Traits
    Loot
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    7
    OR
    Banish A Weapon
    0

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

    Ally 3
    Spoiler:
    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 4
    Spoiler:
    Acadamae Scholar
    Ally 3

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    10
    OR
    Charisma
    Diplomacy
    14

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

    Ally 5
    Spoiler:
    Pegg And Louie
    Ally 5

    Traits
    Undead
    Ghost

    Check
    Wisdom
    Survival
    13
    OR
    Suffer The Scourge Frightened
    0

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Lamashtu’s Madness
    Blessing 1

    Traits
    Deity: Lamashtu
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    5+#

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

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

    Blessing 2
    Spoiler:
    The Carnival
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    All damage is Mental damage that cannot be reduced.

    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.

    Blessing 3
    Spoiler:
    Rovagug’s Destruction
    Blessing 1

    Traits
    Deity: Rovagug
    Divine
    Veteran

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

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

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

    Blessing 4
    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 5
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Turn: 5 Flenta/Gimry

    Top of Blessing Discard Pile: The Beating - When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.

    Top Blessing:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

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

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


    Blessings Remaining: 25
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 6 Quinn)
    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 2 (Turn 7 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 8 Radillo)
    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.

    Blessings Deck Card 4 (Turn 9 Alahazra)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Blessings Deck Card 5 (Turn 10 Flenta)
    Spoiler:
    The Survivor
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Blessings Deck Card 6 (Turn 11 Quinn)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 7 (Turn 12 Valaros)
    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 8 (Turn 13 Radillo)
    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 9 (Turn 14 Alahazra)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 10 (Turn 15 Flenta)
    Spoiler:
    Grandmother Nightmare
    Blessing 3

    Traits
    Deity: Lamashtu
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you fail to acquire a boon, you may shuffle it and a new monster into its location.

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

    Blessings Deck Card 11 (Turn 16 Quinn)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 12 (Turn 17 Valaros)
    Spoiler:
    The Worldbreaker
    Blessing 3

    Traits
    Deity: Rovagug
    Divine

    Check
    Banish A Boon
    0

    Powers
    WHEN THIS IS THE HOUR
    You may banish a random blessing from your discards to explore.

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

    Blessings Deck Card 13 (Turn 18 Radillo)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 14 (Turn 19 Alahazra)
    Spoiler:
    Our Lord In Iron
    Blessing 3

    Traits
    Deity: Gorum
    Divine

    Check
    Divine
    Melee
    Ranged
    8

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

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

    Blessings Deck Card 15 (Turn 20 Flenta)
    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 16 (Turn 21 Quinn)
    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 17 (Turn 22 Valaros)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Blessings Deck Card 18 (Turn 23 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 19 (Turn 24 Alahazra)
    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 20 (Turn 25 Flenta)
    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 21 (Turn 26 Quinn)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 22 (Turn 27 Valaros)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 23 (Turn 28 Radillo)
    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.

    Blessings Deck Card 24 (Turn 29 Alahazra)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 25 (Turn 30 Flenta)
    Spoiler:
    The Real Rabbit Prince
    Blessing P1

    Traits
    Suit:Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    6+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, draw this card.

    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character’s discards to bless.
    Discard into a random character’s discards to explore. This exploration, your checks are blessed.

    Scenario Deck Card 1 - Bogeyman:
    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.

    Scenario Deck Card 2 - Assassination Attempt:
    Assassination Attempt
    Story Bane Barrier 3

    Traits
    Skirmish
    Red Mantis
    Veteran

    Check
    Combat
    14+##
    OR
    Fortitude
    Perception
    5+#

    Powers
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated.
    If undefeated, bury either an armor or Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Deck Card 3:
    Assassination Attempt
    Story Bane Barrier 3

    Traits
    Skirmish
    Red Mantis
    Veteran

    Check
    Combat
    14+##
    OR
    Fortitude
    Perception
    5+#

    Powers
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated.
    If undefeated, bury either an armor or Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Deck Card 4:
    Assassination Attempt
    Story Bane Barrier 3

    Traits
    Skirmish
    Red Mantis
    Veteran

    Check
    Combat
    14+##
    OR
    Fortitude
    Perception
    5+#

    Powers
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated.
    If undefeated, bury either an armor or Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Deck Card 5:
    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.

    Scenario Deck Card 6:
    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.

    Scenario Deck Card 7:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Scenario Deck Card 8:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Scenario Deck Card 9:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Scenario Deck Card 10:
    Fury Devil
    Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    23

    Powers
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
    If undefeated, each local character suffers 1d4 Force damage.

    Scenario Deck Card 11:
    Assassination Attempt
    Story Bane Barrier 3

    Traits
    Skirmish
    Red Mantis
    Veteran

    Check
    Combat
    14+##
    OR
    Fortitude
    Perception
    5+#

    Powers
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated.
    If undefeated, bury either an armor or Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Deck Card 12:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Scenario Deck Card 13:
    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.

    Scenario Deck Card 14:
    Banshee
    Monster 5

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    21

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

    Scenario Deck Card 15:
    Xenarth
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    24

    Powers
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.

    Scenario Deck Card 16:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Scenario Deck Card 17:
    Assassination Attempt
    Story Bane Barrier 3

    Traits
    Skirmish
    Red Mantis
    Veteran

    Check
    Combat
    14+##
    OR
    Fortitude
    Perception
    5+#

    Powers
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated.
    If undefeated, bury either an armor or Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Deck Card 18:
    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.

    Scenario Deck Card 19:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Scenario Deck Card 20:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

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

    Scenario Deck Card 21:
    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.

    Arsenal
    Traits: Underground, Urban
    At This Location: On your combat check, add 1 for each weapon played.
    When Closing: Summon and acquire a weapon.
    When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
    M:0 Ba:0 W:3 Sp:0 Ar:2 I:1 Al:1 Bl:0 ?:0

    Arsenal Card 1:
    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.

    Arsenal 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.

    Arsenal 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.

    Arsenal Card 4:
    Belt Of Physical Might
    Item 4

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    13

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

    Arsenal Card 5:
    Ruan Mirukova
    Ally 3

    Traits
    Loot
    Human
    Bard

    Check
    Charisma
    Diplomacy
    12

    Powers
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.

    Arsenal Card 6:
    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.

    Arsenal Card 7:
    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.

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

    Manor Card 1:
    Cerulean Mastermind
    Ally 3

    Traits
    Human
    Aristocrat
    Rogue

    Check
    Charisma
    Diplomacy
    Stealth
    12

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

    Manor Card 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.

    Manor Card 3:
    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.

    Manor Card 4:
    Divine Fortune
    Spell 3

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display. While displayed:
    • On local checks, add 1d6.
    • At the start of your turn, banish.

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

    Manor Card 5:
    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.

    Manor Card 6:
    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.

    Manor Card 7:
    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.

    Reading Room
    Traits: Sacred, Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M:0 Ba:0 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:3 ?:0
    Located here: Rad,

    Reading Room Card 1:
    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.

    Reading Room Card 2:
    Hellknight Of The Nail
    Ally 3

    Traits
    Human
    Hellknight

    Check
    Charisma
    Diplomacy
    11

    Powers
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Reading Room Card 3:
    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.

    Reading Room Card 4:
    Wand Of Restorative Touch
    Item 4

    Traits
    Wand
    Divine
    Magic
    Healing

    Check
    Wisdom
    Divine
    10

    Powers
    Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.

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

    Reading Room Card 5:
    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.

    Reading Room Card 6:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Veteran

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.

    Reading Room Card 7:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Ignore cards’ before acting powers.

    On a local check, bury to bless twice.
    Discard to explore.

    Stable
    Traits: Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:0 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:0
    Located here: Val

    Stable Card 1:
    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.

    Stable Card 2:
    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.

    Stable Card 3:
    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.

    Stable Card 4:
    Skoan-quah Boneslayer
    Ally 4

    Traits
    Human
    Ranger
    Respect

    Check
    Charisma
    Diplomacy
    11
    OR
    Summon And Defeat The Danger

    Powers
    Display. While displayed:
    • On all Dexterity and Survival checks, add 1d6.
    • At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.

    Stable 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.

    Chambers
    Traits: Underground, Urban
    At This Location: When you fail to acquire a boon, shuffle it into its location.
    When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:0
    Located here: Al
    Notes: Create Mindscape displayed

    Chambers Card 1:
    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.

    Chambers Card 2:
    Blue War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    4

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

    Chambers Card 3:
    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.

    Chambers Card 4:
    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.

    Chambers Card 5:
    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.

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

    Library Card 1:
    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.

    Library Card 2:
    Major Harrowing
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    14

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

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.

    Library Card 3:
    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.

    Library Card 4:
    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.

    Library Card 5:
    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.

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

    Office Card 1:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    11

    Powers
    Display. While displayed:
    • For your combat checks, you may use Arcane + 3d6.
    • At the end of your turn, banish.

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

    Office Card 2:
    Sklar-quah Thundercaller
    Ally 4

    Traits
    Human
    Skald
    Respect

    Check
    Charisma
    Diplomacy
    11
    OR
    Summon And Defeat A Barrier
    0

    Powers
    Display. While displayed:
    • On all Strength and Acrobatics checks, add 1d6.
    • At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Strength and Acrobatics checks, add 3.

    Office Card 3:
    Hippogriff Fledgling
    Ally 4

    Traits
    Animal
    Mount

    Check
    Wisdom
    Survival
    11

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

    Office Card 4:
    Speed Battleaxe
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    14

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

    Office Card 5:
    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.

    Office Card 6:
    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.


  • Flenta Deck Handler

    Random Location: 1d7 ⇒ 5
    Location:Chambers

    Banish the top card of the Chambers: Ring Of Immolation (Item 5). Don't want to move and cause both Al and I to encounter this thing.

    As I struggle to keep the Manor secure, Al warns me of an incoming bogeyman.

    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.

    Wisdom 8: 1d10 + 1d10 ⇒ (2) + (1) = 3

    Roll Details:

    Wisdom - 1d10 (1d6)
    Blessed - 1d10 (1d6)

    Recharge Gem of Physical Prowess to use my Str die for a non combat check

    Unfortunately, the sight of the creature shakes me to my core!

    Combat 18(14+4): 1d10 + 5 + 1d10 + 1 + 1d8 ⇒ (1) + 5 + (7) + 1 + (4) = 18

    Roll Details:

    Combat - 1d10+5
    Shock Glaive +1 - 1d10+1
    Recharge - 1d8

    "

    Flenta wrote:

    Hand: Tripartite Spear +2, Flaming Longsword +3, Sadomasochism, Death's Touch, The Rakshasa,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Current Location: Base
    Hero Points: 8 // Flenta has the following scourges marked:
    Frightened:
    While Marked:
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

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


    NOTES:
    Available Support: Flaming Sword will add 1d8+1 to a local combat check.
    Other: Paizo reroll used for scenario 6-5C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fireball Beads, Frost Lance +2, Legionnaire Chaplain, Wand of Enervation, Iomedae's Justice, Dwarven Earthbreaker +1, Whip of Centipedes, Mountain Pattern Armor, Embiggen, Enervation, Impervious Fortress Plate, Belt of Charging
    Recharged: Gem of Physical Prowess, Blessing of Shizuru, Shock Glaive +1,
    Discard Pile:
    Buried Pile:

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

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

    "


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

    The Eclipse. WHEN THIS IS THE HOUR: On your Intelligence or Wisdom check, the difficulty is increased by 3. This affects my combat checks...

    Examining top card of Office: Chain Lightning (spell 3). Move roll?: 1d7 ⇒ 1. Arsenal. Move to Arsenal.

    Woozy from the tiger poison, Quinn drags himself to the weapons locker in the hopes of tracking down other party members.

    Explore and encounter Assassination Attempt. Fighting Assassin for barrier BYA.

    Scores of masked assassins crawl the palace grounds. Quinns meets one on his walk to the arsenal.

    RM Assassin:

    Red Mantis Assassin
    Story Bane Monster 3
    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Per 12 (4+5+3) BYA w/ hour penalty: 1d8 + 3 ⇒ (5) + 3 = 8 - fail

    Difficulty increase?: 1d6 ⇒ 2

    Combat 25 (10+10+2+3) w/ humanbane rapier (reloading Djinn), human bonus, my MoM blessing, location bonus: 1d10 + 1d6 + 1d8 + 10 + 2d10 + 1 ⇒ (5) + (6) + (2) + 10 + (8, 6) + 1 = 38 - defeated

    Now for barrier itself.

    Per 13 (5+5+3) w/ recharged mastermind (burying kukri): 1d8 + 3 + 1d10 + 6 ⇒ (3) + 3 + (1) + 6 = 13 - defeated, heal MoM blessing

    Catching peripheral sight of more assassins, Quinn keeps himself moving to escape detection.

    EOT examine of siege deck: another Assassination Attempt.

    Quinn wrote:

    Hand: Elixir of Focus, Master of Masters, Humanbane Rapier, Djinn, Jasan Adriel, Blackjack's Rapier, Elixir of Healing, Silver War Paint,

    Displayed: Slick Leather,
    Deck: 8 Discard: 1 Buried: 3
    Hero Points: 6
    "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)

    Top card of Office is spell 3. Top card of siege deck (card 3) is Assassination Attempt.

    Scarab Sages

    Deck Handler Oracle

    Off turn: Recharge Restorative touch 10: 1d12 + 6 + 1d4 + 1d4 ⇒ (8) + 6 + (1) + (4) = 19


    Deck Handler

    OFF-TURN ACTIONS:
    Hourglass Discard: The Big Sky
    WHEN THIS IS THE HOUR: At the start of your turn, you may remove 1 of your scourges.
    Move: random location: 1d7 ⇒ 6
    Val moves to the Library.

    Explore: Assassination Attempt
    Encounter: Red Mantis Assassin

    Red Mantis checks:
    BYA: auto fail. Difficulty increased by 1d6 ⇒ 1.
    Discard Spirit Sword, reveal Evangelist, recharge retriever.
    Combat 10+5+5+1: 1d10 + 5 + 1d6 + 1 + 1d8 + 1 + 1d6 ⇒ (8) + 5 + (5) + 1 + (7) + 1 + (6) = 33

    Assassination Attempt check:
    Discard greatclub, reveal Evangelist, recharge fortified breastplate.
    Combat 14+5+5: 1d10 + 5 + 1d10 + 3 + 1d10 + 1 + 1d6 ⇒ (9) + 5 + (4) + 3 + (4) + 1 + (4) = 30

    End of Turn Actions: Recharge Greatclub

    Valeros wrote:

    Hand: Hat of Glamour, Surgeon, Flaming Longsword +3, Belt of Physical Might (Curse), Evangelist,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Current Location: Library
    Hero Points Available: 5/5
    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, keeping my sword in hand).
    Other: I can avenge by discarding. 0 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Frost Lance +2, Blessing of Shizuru, Viking Shieldmaster, Ring of Stony Flesh, Ukwar Axe (Loot), Breakaway Spear, Blessing of Angradd, Magic Full Plate (Core)
    Recharged: Soldier (Core), Angelic Armor (Loot), Retriever, Fortified Breastplate, Greatclub +3,
    Discard Pile: Blessing of Abadar, Spirit Sword,
    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 Nethys's Duality
    When this is the hour: On your check against a spell, add 1d4.
    Move to random location: 1d7 ⇒ 3 Reading Room

    Explore siege deck (card 4):

    Assassination Attempt:
    Story Bane Barrier 3
    Traits
    Skirmish
    Red Mantis
    Veteran

    Check
    Combat
    14+##
    OR
    Fortitude
    Perception
    5+#

    Powers
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated.
    If undefeated, bury either an armor or Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Encounter:
    Red Mantis Assassin:
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Fire Snake to recovery for BA check. Draw Embiggen from bottom of deck. Spellbook adds 1d4, Acadamae Scholar adds 1.
    Wisdom (Arcane) 4+#=9: 1d10 + 7 + 1d4 + 1 ⇒ (4) + 7 + (1) + 1 = 13 success
    Display Chain Lightning. Draw Twisted Space from bottom of deck. Difficulty increased by 4 for resistance. Acadamae Scholar adds 1, recharge Salvator Scream to reduce by 5.
    Combat 10+##+4-5=19: 1d10 + 7 + 3d6 + 1 ⇒ (8) + 7 + (3, 3, 6) + 1 = 28 defeated
    Display Steal Soul.
    Barrier check: Use Chain Lightning. Draw Salvator Scream from bottom of deck. Acadamae Scholar adds 1, Steal Soul adds 1d4.
    Combat 14+##=24: 1d10 + 7 + 3d6 + 1 + 1d4 ⇒ (5) + 7 + (6, 2, 5) + 1 + (1) = 27 defeated

    After a wave of Red Mantis Assassins descend on the Pathfinders, something within Radillo snaps. Her pupils dialate until the black of her eyes is all that's visible and the electricity around her begins to crackle. "If you won't succumb to my mental manipulation while you live, I will use your souls to do my bidding after you die!"

    Discard Acadamae Scholar to explore:

    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.

    Display Embiggen. Reload Cleric of Nethys from bottom of deck. Steal Soul adds 1d4.
    Dexterity 11: 1d12 + 1 + 1d4 ⇒ (9) + 1 + (1) = 11 defeated & banished

    A swarm of wasps, disturbed by the energy in the air, attacks Radillo. She embiggens her newly acquired phantasmal companion who explodes in an ephemeral shockwave and knocks every wasp from the air.

    Discard Salvator Scream to draw top card of the hourglass: The Rakshasa (Blessing 1)
    End turn. Attempt recovery (Steal Soul & Spellbook add d4s):

    Fire Snake: Arcane 8: 1d10 + 7 + 2d4 ⇒ (7) + 7 + (4, 1) = 19 -> Fire Snake recharged.
    Chain Lightning: Arcane 13: 1d10 + 7 + 2d4 ⇒ (10) + 7 + (4, 3) = 24 -> Chain Lightning recharged.
    Embiggen: Arcane 10: 1d12 + 7 + 2d8 ⇒ (4) + 7 + (2, 3) = 16 -> Embiggen recharged.

    Radillo wrote:

    Hand: Disintegrate, Channel the Gift, Twisted Space, Cloudburst, Death's Touch, Spellbook, The Rakshasa (acquired),

    Displayed: Steal Soul (Loot),
    Deck: 10 Discard: 4 Buried: 0
    Current Location: Reading Room
    Hero Points: 9
    NOTES:
    Available Support: Channel the Gift available to draw Embiggen. Twisted Space to avoid any Monster. 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 5C?: N

    Deck, Discard, Buried:

    Reloaded: Cleric of Nethys,
    Middle of Deck (Unknown Order): Ice Chemist, Create Mindscape
    Recharged: The Foreign Trader, Binder's Tome, Wand of Enervation, Bound Imp, Chain Lightning, Fire Snake, Embiggen,
    Discard Pile: Blessing of the Master of Masters, Salvator Scream, Pharasma's Knowing (Loot), Acadamae Scholar,
    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 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.

    Scarab Sages

    Deck Handler Oracle

    Turn 9: The Survivor
    WHEN THIS IS THE HOUR
    At the start of your turn, you may recharge any number of cards then reset.

    SoT: Examine top two of Siege deck. (Mad Prophet, Red Mantis Assassin)

    SoT: Hour power: Recharge Fly and Mist Horn. Draw Holy Javelin, Blessing of the Spellbound, Blessing of Abraxis.

    Random move: 1d7 ⇒ 5 -> Stay at Chambers

    Free Explore: Mad Prophet (Charisma 12)
    Reveal tome for 1d4
    Mindscape for 1d4

    Charisma 12: 1d12 + 4 + 1d4 + 1d4 ⇒ (3) + 4 + (4) + (1) = 12 -> Success, draw The Survivor.

    Discard The survivor to explore.

    Explore 2: Red Mantis Assassin (Combat 20)
    BYA: Wisdom 9 -> Autofail, Increase by: 1d6 ⇒ 2

    Play Holy Javelin
    Recharge BotSpellbound to bless.
    Tome and mindscape for 2d4

    Combat 26: 1d12 + 5 + 2d12 + 1d12 + 1d4 + 1d4 ⇒ (11) + 5 + (11, 8) + (1) + (4) + (3) = 43 -> Defeated.

    End turn. Examine next two cards (Red mantis Assassin, Warband (trigger))

    Autofail trigger
    Encounter Warband.

    Sneak, combat 19
    BYA: Discard Bound Lantern Archon

    Fire bolt, flip Heat Metal, recharged, +2
    Combat 19: 1d12 + 5 + 2d4 + 2 + 1d4 + 1d4 ⇒ (4) + 5 + (2, 3) + 2 + (1) + (3) = 20 -> Defeated. Warband banished.

    End turn, reset hand.

    Recharge Holy Javelin 10: 1d12 + 5 + 1d4 + 1d4 ⇒ (9) + 5 + (3) + (3) = 20 -> Recharged

    "

    Alahazra wrote:

    Hand: Blessing of the Spellbound 3, Fire Snake, Bound Lantern Archon, Wayfarer, Blessing of Abraxis, Binders Tome,
    Displayed: Create Mindscape,
    Deck: 11 Discard: 3 Buried: 0
    Hero Points: 8 // Alahazra has the following scourges marked:

    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.

    When you would heal any number of cards, you may remove this scourge instead.


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

    Skills and Powers:
    SKILLS

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

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

    When you examine 1 or more cards from a character or location deck, you may examine an additional card.
    ([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: 6-5C: Revisiting the Countess

  • Harrow suit: Hammers
    STORY BANES:
  • Danger: Red Mantis Assassin
  • Villain: None
  • Henchmen: None

    SETUP:

  • When building the locations, set aside the banes in a siege pile, then shuffle in a number of non-closing henchman Red Mantis Assassins-Proxy A and Assassination Attempts-Proxy B equal to the number of characters.

    DURING THIS SCENARIO:

  • When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
  • While using a power that examines cards, you may treat the siege pile as your location.
  • When a bane is undefeated, banish the top card of your location and of an unoccupied location; when a location has no cards, it closes automatically.
  • At the end of your move step, you may move to a random location; if you do not, banish the top card of that location.
  • When the last location closes, you lose.
  • To win, empty the siege pile.
  • Siege pile notes: Poison Gas, Xenarth, Red Mantis Assassin (x4), Assassination Attempt (x2)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    Manticore
    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    15

    Powers
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.

    Monster 3
    Spoiler:
    Rajambari
    Monster 3

    Traits
    Undead
    Skeleton

    Check
    Combat
    17

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, each local character suffers 1 Combat damage.

    Monster 4
    Spoiler:
    Manananggal
    Monster 5

    Traits
    Undead

    Check
    Combat
    20
    THEN
    Combat
    20

    Powers
    Immune to Mental and Poison.
    Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
    If undefeated, suffer the scourge Drained.

    Monster 5
    Spoiler:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Cursed Statue
    Barrier 5

    Traits
    Trigger
    Curse

    Check
    Wisdom
    Disable
    Perception
    10

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

    Barrier 2
    Spoiler:
    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 3
    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 4
    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 5
    Spoiler:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Acidic Bolas
    Weapon 3

    Traits
    Chain
    Ranged
    Bludgeoning
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Weapon 2
    Spoiler:
    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:
    Horrorbane Heavy Pick
    Weapon 5

    Traits
    Pick
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    13

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

    Weapon 5
    Spoiler:
    Deathbane 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:
    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.

    Spell 2
    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 3
    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 4
    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 5
    Spoiler:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

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

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

    Random Armors:
    Armor 1
    Spoiler:
    Shoanti Barbarian Hide
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 2
    Spoiler:
    Totem Klar
    Armor 4

    Traits
    Shield
    Offhand
    Piercing
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    11

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

    Armor 3
    Spoiler:
    Sable Company Leathers
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Acrobatics
    Fortitude
    10

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

    Armor 4
    Spoiler:
    Stone-shard Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    14

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

    Armor 5
    Spoiler:
    Maiden’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Gray Maiden
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    10

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

    Random Items:
    Item 1
    Spoiler:
    Red War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    7

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

    Item 2
    Spoiler:
    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:
    The Unveiling
    Item P2

    Traits
    Liquid
    Alchemical

    Check
    Constitution
    Divine
    Fortitude
    7

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

    Item 4
    Spoiler:
    Wand Of Enervation
    Item 3

    Traits
    Wand
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

    Powers
    On any combat check, bury or banish to decrease the difficulty by 2d4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.

    Item 5
    Spoiler:
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Dream Spider
    Ally 3

    Traits
    Vermin

    Check
    Wisdom
    Survival
    10
    OR
    Craft
    11

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

    Ally 2
    Spoiler:
    Ausio Carowyn
    Ally 3

    Traits
    Loot
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    7
    OR
    Banish A Weapon
    0

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

    Ally 3
    Spoiler:
    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.

    Ally 4
    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 5
    Spoiler:
    Lyrune-quah Moon Maiden
    Ally 5

    Traits
    Loot
    Human
    Barbarian
    Respect

    Check
    Charisma
    Diplomacy
    11
    OR
    Summon And Defeat A Monster
    0

    Powers
    Display. While displayed:
    • On all combat and Fortitude checks, add 1d6.
    • At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Waxworks
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

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

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

    Blessing 2
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

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

    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.

    Blessing 3
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 4
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Blessing 5
    Spoiler:
    The Sickness
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage, suffer the scourge Plagued.

    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

    Turn: 10 Flenta/Gimry

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

    Top Blessing:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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


    Blessings Remaining: 19
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 11 Quinn)
    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 12 Valaros)
    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 3 (Turn 13 Radillo)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 4 (Turn 14 Alahazra)
    Spoiler:
    Grandmother Nightmare
    Blessing 3

    Traits
    Deity: Lamashtu
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you fail to acquire a boon, you may shuffle it and a new monster into its location.

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

    Blessings Deck Card 5 (Turn 15 Flenta)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 6 (Turn 16 Quinn)
    Spoiler:
    The Worldbreaker
    Blessing 3

    Traits
    Deity: Rovagug
    Divine

    Check
    Banish A Boon
    0

    Powers
    WHEN THIS IS THE HOUR
    You may banish a random blessing from your discards to explore.

    On any check, freely 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 7 (Turn 17 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 8 (Turn 18 Radillo)
    Spoiler:
    Our Lord In Iron
    Blessing 3

    Traits
    Deity: Gorum
    Divine

    Check
    Divine
    Melee
    Ranged
    8

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

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

    Blessings Deck Card 9 (Turn 19 Alahazra)
    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 10 (Turn 20 Flenta)
    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 21 Quinn)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Blessings Deck Card 12 (Turn 22 Valaros)
    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 13 (Turn 23 Radillo)
    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 14 (Turn 24 Alahazra)
    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 15 (Turn 25 Flenta)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 16 (Turn 26 Quinn)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 17 (Turn 27 Valaros)
    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.

    Blessings Deck Card 18 (Turn 28 Radillo)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 19 (Turn 29 Alahazra)
    Spoiler:
    The Real Rabbit Prince
    Blessing P1

    Traits
    Suit:Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    6+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, draw this card.

    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character’s discards to bless.
    Discard into a random character’s discards to explore. This exploration, your checks are blessed.

    Scenario Deck Card 1 - Red Mantis Assassin:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Scenario Deck Card 2:
    Fury Devil
    Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    23

    Powers
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
    If undefeated, each local character suffers 1d4 Force damage.

    Scenario Deck Card 3:
    Assassination Attempt
    Story Bane Barrier 3

    Traits
    Skirmish
    Red Mantis
    Veteran

    Check
    Combat
    14+##
    OR
    Fortitude
    Perception
    5+#

    Powers
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated.
    If undefeated, bury either an armor or Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Deck Card 4:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Scenario Deck Card 5:
    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.

    Scenario Deck Card 6:
    Banshee
    Monster 5

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    21

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

    Scenario Deck Card 7:
    Xenarth
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    24

    Powers
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.

    Scenario Deck Card 8:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Scenario Deck Card 9:
    Assassination Attempt
    Story Bane Barrier 3

    Traits
    Skirmish
    Red Mantis
    Veteran

    Check
    Combat
    14+##
    OR
    Fortitude
    Perception
    5+#

    Powers
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated.
    If undefeated, bury either an armor or Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Deck Card 10:
    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.

    Scenario Deck Card 11:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Scenario Deck Card 12:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

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

    Scenario Deck Card 13:
    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.

    Arsenal
    Traits: Underground, Urban
    At This Location: On your combat check, add 1 for each weapon played.
    When Closing: Summon and acquire a weapon.
    When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
    M:0 Ba:0 W:3 Sp:0 Ar:2 I:1 Al:1 Bl:0 ?:0
    Located here: Quinn,

    Arsenal Card 1:
    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.

    Arsenal 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.

    Arsenal 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.

    Arsenal Card 4:
    Belt Of Physical Might
    Item 4

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    13

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

    Arsenal Card 5:
    Ruan Mirukova
    Ally 3

    Traits
    Loot
    Human
    Bard

    Check
    Charisma
    Diplomacy
    12

    Powers
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.

    Arsenal Card 6:
    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.

    Arsenal Card 7:
    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.

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

    Manor Card 1:
    Cerulean Mastermind
    Ally 3

    Traits
    Human
    Aristocrat
    Rogue

    Check
    Charisma
    Diplomacy
    Stealth
    12

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

    Manor Card 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.

    Manor Card 3:
    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.

    Manor Card 4:
    Divine Fortune
    Spell 3

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display. While displayed:
    • On local checks, add 1d6.
    • At the start of your turn, banish.

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

    Manor Card 5:
    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.

    Manor Card 6:
    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.

    Manor Card 7:
    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.

    Reading Room
    Traits: Sacred, Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M:0 Ba:0 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:3 ?:0
    Located here: Rad,

    Reading Room Card 1:
    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.

    Reading Room Card 2:
    Hellknight Of The Nail
    Ally 3

    Traits
    Human
    Hellknight

    Check
    Charisma
    Diplomacy
    11

    Powers
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Reading Room Card 3:
    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.

    Reading Room Card 4:
    Wand Of Restorative Touch
    Item 4

    Traits
    Wand
    Divine
    Magic
    Healing

    Check
    Wisdom
    Divine
    10

    Powers
    Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.

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

    Reading Room Card 5:
    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.

    Reading Room Card 6:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Veteran

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.

    Reading Room Card 7:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Ignore cards’ before acting powers.

    On a local check, bury to bless twice.
    Discard to explore.

    Stable
    Traits: Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:0 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:0

    Stable Card 1:
    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.

    Stable Card 2:
    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.

    Stable Card 3:
    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.

    Stable Card 4:
    Skoan-quah Boneslayer
    Ally 4

    Traits
    Human
    Ranger
    Respect

    Check
    Charisma
    Diplomacy
    11
    OR
    Summon And Defeat The Danger

    Powers
    Display. While displayed:
    • On all Dexterity and Survival checks, add 1d6.
    • At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.

    Stable 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.

    Chambers
    Traits: Underground, Urban
    At This Location: When you fail to acquire a boon, shuffle it into its location.
    When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:0 ?:0
    Located here: Al
    Notes: Create Mindscape displayed

    Chambers Card 1:
    Blue War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    4

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

    Chambers Card 2:
    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.

    Chambers Card 3:
    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.

    Chambers Card 4:
    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.

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

    Library Card 1:
    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.

    Library Card 2:
    Major Harrowing
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    14

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

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.

    Library Card 3:
    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.

    Library Card 4:
    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.

    Library Card 5:
    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.

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

    Office Card 1:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    11

    Powers
    Display. While displayed:
    • For your combat checks, you may use Arcane + 3d6.
    • At the end of your turn, banish.

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

    Office Card 2:
    Sklar-quah Thundercaller
    Ally 4

    Traits
    Human
    Skald
    Respect

    Check
    Charisma
    Diplomacy
    11
    OR
    Summon And Defeat A Barrier
    0

    Powers
    Display. While displayed:
    • On all Strength and Acrobatics checks, add 1d6.
    • At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Strength and Acrobatics checks, add 3.

    Office Card 3:
    Hippogriff Fledgling
    Ally 4

    Traits
    Animal
    Mount

    Check
    Wisdom
    Survival
    11

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

    Office Card 4:
    Speed Battleaxe
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    14

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

    Office Card 5:
    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.

    Office Card 6:
    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.


  • Flenta Deck Handler

    Random Location: 1d7 ⇒ 1

    Move to the Arsenal gladly!

    Still shaking from my encounter with the bogeyman, I quickly head over to find Quinn for some stability.

    As I arrive though I am quickly jumped by an assassin!

    Red Mantis Assassin:

    Story Bane Monster 3
    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Frightened Damage: 1d4 - 1 ⇒ (4) - 1 = 3
    Ouch! And now I have to autofail the BYA

    Difficulty Increase: 1d6 ⇒ 4

    Combat 24(10+5+5+4): 1d10 + 5 + 1d8 + 3 + 2d6 + 7 + 1 ⇒ (9) + 5 + (7) + 3 + (3, 1) + 7 + 1 = 36

    Roll Details:

    Combat - 1d10+5
    Flaming Longsword +3 - 1d8+3
    Recharge - 2d6
    Spell Power - 7
    Location Power - 1

    Channeling the arcane through my longsword, I easily dispatch of the Assassin, but not before taking some hefty damage. Still unsure of myself and still smarting from the bogeyman, I find a corner amongst the armor to sit and rest.

    "

    Flenta wrote:

    Hand: Dwarven Earthbreaker +1, Impervious Fortress Plate, Fireball Beads, Belt of Charging, Iomedae's Justice,

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    Current Location: Arsenal
    Hero Points: 8 // Flenta has the following scourges marked:
    Frightened:
    While Marked:
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

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


    NOTES:
    Available Support: Flaming Sword will add 1d8+1 to a local combat check.
    Other: Paizo reroll used for scenario 6-5C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mountain Pattern Armor, Embiggen, Enervation, Wand of Enervation, Legionnaire Chaplain, Whip of Centipedes, Frost Lance +2
    Recharged: Gem of Physical Prowess, Blessing of Shizuru, Shock Glaive +1, Sadomasochism, Flaming Longsword +3,
    Discard Pile: The Rakshasa, Death's Touch, Tripartite Spear +2,
    Buried Pile:

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

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

    "


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

    Asmodeus’s Tyranny. WHEN THIS IS THE HOUR: When you fail a check, you may bury your hand and discards to reroll.

    Flenta arrives at the Arsenal, out of breath. She hurriedly shares the details of an assassin's ambush - one ended abruptly by the hardy halfling.

    SOT examination of siege deck: Fury Devil.

    Move roll?: 1d7 ⇒ 2 - Manor

    Move to Manor.

    Wis 11 BYA w/ banished Elixir: 1d8 + 1 + 1d10 + 4 ⇒ (8) + 1 + (9) + 4 = 22 - pass, no scourges

    Asking for Flenta's Justice blessing.

    Combat 23 w/ rapier (reloading Jasan), blessing: 1d10 + 1d6 + 12 + 1d12 ⇒ (6) + (1) + 12 + (2) = 21 - paizo reroll on d12

    Combat 23 w/ rapier (reloading Jasan), blessing: 19 + 1d12 ⇒ 19 + (2) = 21 - using a hero point to reroll everything

    Combat 23 w/ rapier (reloading Jasan), blessing: 1d10 + 1d6 + 12 + 1d12 ⇒ (3) + (6) + 12 + (3) = 24 - devil defeated

    Still sluggish from the toxins, Quinn barely avoids deadly blows from the caustic devil. At the last opportunity, hidden reserves enter play and the investigator's blade sends the devil fleeing.

    Discard Djinn to explore, encounter Assassination Attempt.

    Per 9 Mantis BYA: 1d8 + 3 ⇒ (1) + 3 = 4 - fail

    Difficulty increase?: 1d6 ⇒ 4

    Combat 24 (10+10+4) w/ humanbane rapier (reloading other rapier), my Master of Masters, human bonus: 1d10 + 1d6 + 11 + 1d8 + 2d10 ⇒ (2) + (3) + 11 + (4) + (9, 1) = 30 - defeated

    Now for barrier itself.

    Per 10 (5+5) w/ buried war paint: 1d8 + 3 + 1d8 + 3 ⇒ (2) + 3 + (2) + 3 = 10 - barrier defeated, Carnival healed

    Attracted by the clatter of swordplay, an assassin falls upon Quinn, but is turned away with his martial prowess.

    Banish Elixir to fully heal self (Djinn, Master of Masters). EOT examine of siege deck: another RM assassin.

    Quinn wrote:

    Hand: Blast Stone (Core), Jasan Adriel, Humanbane Rapier, The Publican, Liquid Courage, The Dance, Keen Spiked Chain, Djinn,

    Displayed: Slick Leather,
    Deck: 8 Discard: 0 Buried: 4
    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?: Y
    Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)

    Flenta's justice blessing used. Top card of siege deck (card 4) is Red Mantis Assassin.


    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: 6-5C: Revisiting the Countess

  • Harrow suit: Hammers
    STORY BANES:
  • Danger: Red Mantis Assassin
  • Villain: None
  • Henchmen: None

    SETUP:

  • When building the locations, set aside the banes in a siege pile, then shuffle in a number of non-closing henchman Red Mantis Assassins-Proxy A and Assassination Attempts-Proxy B equal to the number of characters.

    DURING THIS SCENARIO:

  • When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
  • While using a power that examines cards, you may treat the siege pile as your location.
  • When a bane is undefeated, banish the top card of your location and of an unoccupied location; when a location has no cards, it closes automatically.
  • At the end of your move step, you may move to a random location; if you do not, banish the top card of that location.
  • When the last location closes, you lose.
  • To win, empty the siege pile.
  • Siege pile notes: Poison Gas, Xenarth, Red Mantis Assassin (x3), Assassination Attempt
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Mammoth
    Monster 3

    Traits
    Animal

    Check
    Combat
    18
    OR
    Survival
    9

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

    Monster 2
    Spoiler:
    Red Mantis Initiate
    Monster 2

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    10+##
    OR
    Wisdom
    5+#

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

    Monster 3
    Spoiler:
    Garden Guardian
    Monster 3

    Traits
    Outsider
    Plant

    Check
    Combat
    15

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

    Monster 4
    Spoiler:
    Corpse Lotus
    Monster 5

    Traits
    Plant
    Veteran

    Check
    Combat
    22

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

    Monster 5
    Spoiler:
    Dandasuka
    Monster 3

    Traits
    Outsider
    Rakshasa

    Check
    Combat
    11

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Brain Mold
    Barrier 4

    Traits
    Obstacle
    Plant

    Check
    Intelligence
    Knowledge
    10
    OR
    Wisdom
    Survival
    7

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

    Barrier 2
    Spoiler:
    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 3
    Spoiler:
    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.

    Barrier 4
    Spoiler:
    Assassination Squad
    Barrier 3

    Traits
    Trigger
    Skirmish
    Red Mantis

    Check
    None
    0

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

    Barrier 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    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.

    Weapon 2
    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 3
    Spoiler:
    Dragonbane Greatsword
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    14

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

    Weapon 4
    Spoiler:
    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:
    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+#.

    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:
    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:
    Death’s Touch
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Undead

    Check
    Intelligence
    Arcane
    11
    OR
    Wisdom
    Divine
    13

    Powers
    For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.

    Spell 4
    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 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:
    Voidglass Armor
    Armor 3

    Traits
    Heavy Armor
    Magic
    Loot

    Check
    Constitution
    Fortitude
    9

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

    Armor 3
    Spoiler:
    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:
    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 5
    Spoiler:
    Shoanti Barbarian Hide
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Random Items:
    Item 1
    Spoiler:
    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:
    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.

    Item 3
    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 4
    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 5
    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.

    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:
    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 3
    Spoiler:
    Salvator Scream
    Ally 4

    Traits
    Loot
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    10
    OR
    Knowledge
    9

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

    Ally 4
    Spoiler:
    Dream Spider
    Ally 3

    Traits
    Vermin

    Check
    Wisdom
    Survival
    10
    OR
    Craft
    11

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

    Ally 5
    Spoiler:
    Landshark Whelp
    Ally 4

    Traits
    Aberration

    Check
    Wisdom
    Survival
    9

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

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

    Random Blessings:
    Blessing 1
    Spoiler:
    The Sickness
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage, suffer the scourge Plagued.

    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

    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 Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Blessing 4
    Spoiler:
    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.

    Blessing 5
    Spoiler:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Turn: 12 Valaros/Katlyn99

    Top of Blessing Discard Pile: The Tangled Briar - When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.

    Top Blessing:
    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 Remaining: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 13 Radillo)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 2 (Turn 14 Alahazra)
    Spoiler:
    Grandmother Nightmare
    Blessing 3

    Traits
    Deity: Lamashtu
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you fail to acquire a boon, you may shuffle it and a new monster into its location.

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

    Blessings Deck Card 3 (Turn 15 Flenta)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 4 (Turn 16 Quinn)
    Spoiler:
    The Worldbreaker
    Blessing 3

    Traits
    Deity: Rovagug
    Divine

    Check
    Banish A Boon
    0

    Powers
    WHEN THIS IS THE HOUR
    You may banish a random blessing from your discards to explore.

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

    Blessings Deck Card 5 (Turn 17 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 6 (Turn 18 Radillo)
    Spoiler:
    Our Lord In Iron
    Blessing 3

    Traits
    Deity: Gorum
    Divine

    Check
    Divine
    Melee
    Ranged
    8

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

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

    Blessings Deck Card 7 (Turn 19 Alahazra)
    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 8 (Turn 20 Flenta)
    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 21 Quinn)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Blessings Deck Card 10 (Turn 22 Valaros)
    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 11 (Turn 23 Radillo)
    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 12 (Turn 24 Alahazra)
    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 13 (Turn 25 Flenta)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 14 (Turn 26 Quinn)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 15 (Turn 27 Valaros)
    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.

    Blessings Deck Card 16 (Turn 28 Radillo)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 17 (Turn 29 Alahazra)
    Spoiler:
    The Real Rabbit Prince
    Blessing P1

    Traits
    Suit:Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    6+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, draw this card.

    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character’s discards to bless.
    Discard into a random character’s discards to explore. This exploration, your checks are blessed.

    Scenario Deck Card 1 - Red Mantis Assassin:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Scenario Deck Card 2:
    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.

    Scenario Deck Card 3:
    Banshee
    Monster 5

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    21

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

    Scenario Deck Card 4:
    Xenarth
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    24

    Powers
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.

    Scenario Deck Card 5:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Scenario Deck Card 6:
    Assassination Attempt
    Story Bane Barrier 3

    Traits
    Skirmish
    Red Mantis
    Veteran

    Check
    Combat
    14+##
    OR
    Fortitude
    Perception
    5+#

    Powers
    Before acting, a local character summons and encounters the story bane Red Mantis Assassin. If it is not defeated, this card is undefeated.
    If undefeated, bury either an armor or Healing card, or banish the top 5 cards of the hourglass and bury your discards.

    Scenario Deck Card 7:
    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.

    Scenario Deck Card 8:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    Scenario Deck Card 9:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

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

    Scenario Deck Card 10:
    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.

    Arsenal
    Traits: Underground, Urban
    At This Location: On your combat check, add 1 for each weapon played.
    When Closing: Summon and acquire a weapon.
    When Permanently Closed: You may exchange a weapon in your hand for 1 in your discards.
    M:0 Ba:0 W:3 Sp:0 Ar:2 I:1 Al:1 Bl:0 ?:0
    Located here: Flenta

    Arsenal Card 1:
    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.

    Arsenal 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.

    Arsenal 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.

    Arsenal Card 4:
    Belt Of Physical Might
    Item 4

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    13

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

    Arsenal Card 5:
    Ruan Mirukova
    Ally 3

    Traits
    Loot
    Human
    Bard

    Check
    Charisma
    Diplomacy
    12

    Powers
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.

    Arsenal Card 6:
    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.

    Arsenal Card 7:
    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.

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

    Manor Card 1:
    Cerulean Mastermind
    Ally 3

    Traits
    Human
    Aristocrat
    Rogue

    Check
    Charisma
    Diplomacy
    Stealth
    12

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

    Manor Card 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.

    Manor Card 3:
    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.

    Manor Card 4:
    Divine Fortune
    Spell 3

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display. While displayed:
    • On local checks, add 1d6.
    • At the start of your turn, banish.

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

    Manor Card 5:
    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.

    Manor Card 6:
    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.

    Manor Card 7:
    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.

    Reading Room
    Traits: Sacred, Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M:0 Ba:0 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:3 ?:0
    Located here: Rad,

    Reading Room Card 1:
    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.

    Reading Room Card 2:
    Hellknight Of The Nail
    Ally 3

    Traits
    Human
    Hellknight

    Check
    Charisma
    Diplomacy
    11

    Powers
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Reading Room Card 3:
    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.

    Reading Room Card 4:
    Wand Of Restorative Touch
    Item 4

    Traits
    Wand
    Divine
    Magic
    Healing

    Check
    Wisdom
    Divine
    10

    Powers
    Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.

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

    Reading Room Card 5:
    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.

    Reading Room Card 6:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Veteran

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.

    Reading Room Card 7:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Ignore cards’ before acting powers.

    On a local check, bury to bless twice.
    Discard to explore.

    Stable
    Traits: Urban
    At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
    When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:0 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:0

    Stable Card 1:
    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.

    Stable Card 2:
    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.

    Stable Card 3:
    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.

    Stable Card 4:
    Skoan-quah Boneslayer
    Ally 4

    Traits
    Human
    Ranger
    Respect

    Check
    Charisma
    Diplomacy
    11
    OR
    Summon And Defeat The Danger

    Powers
    Display. While displayed:
    • On all Dexterity and Survival checks, add 1d6.
    • At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.

    Stable 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.

    Chambers
    Traits: Underground, Urban
    At This Location: When you fail to acquire a boon, shuffle it into its location.
    When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:0 ?:0
    Located here: Al
    Notes: Create Mindscape displayed

    Chambers Card 1:
    Blue War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    4

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

    Chambers Card 2:
    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.

    Chambers Card 3:
    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.

    Chambers Card 4:
    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.

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

    Library Card 1:
    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.

    Library Card 2:
    Major Harrowing
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    14

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

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.

    Library Card 3:
    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.

    Library Card 4:
    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.

    Library Card 5:
    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.

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

    Office Card 1:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    11

    Powers
    Display. While displayed:
    • For your combat checks, you may use Arcane + 3d6.
    • At the end of your turn, banish.

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

    Office Card 2:
    Sklar-quah Thundercaller
    Ally 4

    Traits
    Human
    Skald
    Respect

    Check
    Charisma
    Diplomacy
    11
    OR
    Summon And Defeat A Barrier
    0

    Powers
    Display. While displayed:
    • On all Strength and Acrobatics checks, add 1d6.
    • At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Strength and Acrobatics checks, add 3.

    Office Card 3:
    Hippogriff Fledgling
    Ally 4

    Traits
    Animal
    Mount

    Check
    Wisdom
    Survival
    11

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

    Office Card 4:
    Speed Battleaxe
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    14

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

    Office Card 5:
    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.

    Office Card 6:
    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.


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

    Out of turn: Recharging Djinn to draw a card (Mastermind) and shuffle deck.

    Quinn wrote:

    Hand: Blast Stone (Core), Jasan Adriel, Humanbane Rapier, The Publican, Liquid Courage, The Dance, Keen Spiked Chain, Cerulean Mastermind,

    Displayed: Slick Leather,
    Deck: 8 Discard: 0 Buried: 4
    Hero Points: 5
    NOTES:
    Available Support: Any item buries to add 1d8+3 vs. local barrier. Mastermind adds 1d10+6 to local NC 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?: Y
    Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)


    1 person marked this as a favorite.
    Deck Handler

    Hearing the news of Radillo's strange actions at the reading Room, Val is convinced that: a) books are evil things that corrupt your soul, and b)that interfering with the normal world by wiggling fingers and chanting can be very very scary so try not to piss off the Wizard or Sorceress.

    Hourglass Discard: The Tangled Briar
    WHEN THIS IS THE HOUR: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    Move: random location: 1d7 ⇒ 1
    Val moves to the Arsenal.

    Explore: Red Mantis Assassin
    BYA: Auto fail so difficulty increased by 1d6.
    1d6 ⇒ 2 Combat check difficulty increased by 2.
    Reveal Flaming Longsword, reveal belt of physical might, reload surgeon, recharge evangelist for its power, arsenals power
    Combat 10+5+5+2: 1d10 + 5 + 1d8 + 3 + 1d4 + 1d6 + 1d4 + 1 ⇒ (10) + 5 + (8) + 3 + (4) + (3) + (4) + 1 = 38

    End of Turn Actions: Recharge Spirit Sword
    Reset Hand Discard Hat of Glamour

    Valeros wrote:

    Hand: Flaming Longsword +3, Belt of Physical Might (Curse), Surgeon, Ukwar Axe (Loot), Frost Lance +2,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Current Location: Arsenal
    Hero Points Available: 5/5
    Hero Points used: 0
    Reroll Used: Yes
    NOTES:
    Available Support: Feel free to recharge/reload a weapon/armor/ally to add a 1d6 to a local combat check (3 available, keeping one weapon in hand).
    Other: I can avenge by discarding. 0 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magic Full Plate (Core), Breakaway Spear, Blessing of Shizuru, Blessing of Angradd, Ring of Stony Flesh, Viking Shieldmaster
    Recharged: Soldier (Core), Angelic Armor (Loot), Retriever, Fortified Breastplate, Greatclub +3, Evangelist, Spirit Sword,
    Discard Pile: Blessing of Abadar, Hat of Glamour,
    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 Theatre
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    Examine top card of Siege Deck:

    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.

    Encounter. Spellbook adds 1d4. Request Alahazra recharge Blessing of the Spellbound to bless.
    Arcane 15: 2d10 + 7 + 1d4 ⇒ (4, 4) + 7 + (3) = 18 defeated
    Scenario power random location: 1d7 ⇒ 1 Move to Arsenal

    After meeting up at the Arsenal, Radillo laughs off Valeros' fear that she might have become slightly unhinged. She also tries to explain to Val that harnessing arcane energy is more than wiggling fingers and chanting. "If the sum total of your concentration is limited to wiggling and chanting, this sort of thing happens..." Radillo mimics Valeros' simplistic summary...

    Explore:

    Banshee:
    Monster 5
    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    21

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

    Cloudburst to recovery (Magic trait). Examine and draw Embiggen from bottom of deck. Ignore BA power for Cloudburst's power. Freely display Embiggen next to Radillo. Steal Soul adds 1d4 (1d8).
    Combat 21: 1d12 + 7 + 3d10 + 1d8 ⇒ (3) + 7 + (6, 10, 4) + (4) = 34 defeated & banished
    Move to Stable

    An ear-piercing shriek erupts in the arsenal as a summoned banshee begins to circle the group. "SEE?" Shouts Radillo over the din of the ghost, ears covered, "It's never a good idea to wiggle and chant!"
    She summons a mighty storm and zaps the unfortunate banshee with a furious lightning strike, then allows the wind of the storm to lift her off her feet.

    Channel the Gift to recovery to draw Create Mindscape.
    Display Create Mindscape at Stable.
    Discard The Rakshasa to explore:

    Xenarth:
    Monster 4
    Traits
    Outsider
    Demon

    Check
    Combat
    24

    Powers
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.

    Discard Twisted Space and Death's Touch for Acid damage. Disintigrate to recovery. Draw Fire Snake from bottom of deck. Create Mindscape and Steal Soul add d4s (d8s).
    Combat 24: 1d12 + 7 + 4d10 + 2d8 ⇒ (2) + 7 + (10, 3, 2, 6) + (1, 2) = 33 defeated & banished

    Radillo lands less-than-gracefully at the stable and is immediately attacked by a Xenarth. She shakes off the demon's acid and, channeling her mental prowess, disintegrates the outsider's mind with a terrifying mindscape.

    End turn. Attempt recovery:
    Cloudburst: Arcane 13: 1d10 + 7 + 2d4 ⇒ (9) + 7 + (3, 4) = 23 -> Cloudburst recharged.
    Channel the Gift: Arcane 14: 1d10 + 7 + 2d4 ⇒ (2) + 7 + (2, 2) = 13 -> Channel the Gift discarded.
    Disintegrate: Arcane 16: 1d10 + 7 + 2d4 ⇒ (9) + 7 + (2, 3) = 21 -> Disintegrate recharged.
    Embiggen: Arcane 10: 1d12 + 7 + 2d8 ⇒ (8) + 7 + (4, 7) = 26 -> Embiggen recharged.

    Reset hand.

    Radillo wrote:

    Hand: Fire Snake, Spellbook, Binder's Tome, Wand of Enervation, Ice Chemist, Bound Imp, The Foreign Trader,

    Displayed: Steal Soul (Loot),
    Deck: 5 Discard: 8 Buried: 0
    Current Location: Stable
    Hero Points: 9
    NOTES:
    Available Support: Blessing, Binder's Tome and Wand of Enervation 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 5C?: N

    Deck, Discard, Buried:

    Reloaded: Cleric of Nethys,
    Middle of Deck (Unknown Order): 0
    Recharged: Chain Lightning, Cloudburst, Disintegrate, Embiggen,
    Discard Pile: Blessing of the Master of Masters, Salvator Scream, Pharasma's Knowing (Loot), Acadamae Scholar, The Rakshasa (acquired), Twisted Space, Death's Touch, Channel the Gift,
    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 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.

    Scarab Sages

    Deck Handler Oracle

    Turn 19: Erastil's Eye
    WHEN THIS IS THE HOUR
    If you are at a Wild location, you may discard a card to explore.

    SoT: Examine top 2 cards: Red Mantis Assassin, Assassination Attempt

    Random move: 1d7 ⇒ 5 -> Stay at the Chambers

    Free Explore: Combat 20+?
    BYA: Wisdom 9: 1d6 + 1d4 ⇒ (1) + (1) = 2 -> fail, Difficulty bump: 1d6 ⇒ 5

    Combat 25 (29)
    Use fire bolt, flip top card (Blessing of Abadar, discarded, +1)
    Discard Blessing of Abraxis to bless twice.
    Create Mindscape adds 1d4.
    Reveal tome to add 1d4.

    Combat 29: 1d12 + 5 + 2d4 + 1 + 1d4 + 1d4 + 2d12 ⇒ (8) + 5 + (4, 3) + 1 + (2) + (3) + (1, 3) = 30 -> Success.

    Discard Wayfarer to explore again. Add 2d6 to all checks.

    Assassination attempt (Fort 10)
    BYA: Encounter Red Mantis Assassin
    BYA: Difficulty bump Wisdom 9: 1d6 + 1d4 + 2d6 ⇒ (2) + (3) + (2, 1) = 8 -> Fail, add: 1d6 ⇒ 4

    Use fire bolt, flip top card (Blessing of the Spellbound, discarded, +0)
    Ask Quinn for one of his double blessings (both apply)

    Combat 28: 1d12 + 6 + 2d4 + 1d4 + 1d4 + 2d6 + 2d12 ⇒ (6) + 6 + (1, 1) + (1) + (2) + (3, 4) + (1, 9) = 34 -> Defeated.

    Assassination attempt, Fort 10

    Fort 10: 1d8 + 2 + 2d6 ⇒ (2) + 2 + (5, 6) = 15 -> Success, defeated.

    End turn, examine next two cards (Poison Gas, Red Mantis Assassin)

    "

    Alahazra wrote:

    Hand: Bound Elemental, Fire Snake, Bound Lantern Archon, Achaekek's Claws, Blessing of the Lady of Graves, Binders Tome,
    Displayed: Create Mindscape,
    Deck: 7 Discard: 7 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.

    Skills and Powers:
    SKILLS

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

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

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

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

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

    "


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

    Out of turn: Discarding The Dance for Alahazra.

    Quinn wrote:

    Hand: Blast Stone (Core), Jasan Adriel, Humanbane Rapier, The Publican, Liquid Courage, Keen Spiked Chain, Cerulean Mastermind,

    Displayed: Slick Leather,
    Deck: 8 Discard: 1 Buried: 4
    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?: Y
    Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)


    Flenta Deck Handler

    ========================
    Flenta starts her turn.
    Hour: Benefaction
    Hour Power:No effect.

    Random Location: 1d7 ⇒ 4
    Move to the Stables

    Still shaking from the encounter with the bogeyman, I end up wandering into the stable.

    As I arrive, I see Rad finishing off a Xenarth. Hearing him talk to Val about magic, I look down at my fingers.

    'Magic ISN'T just wiggling and chanting?' I think to myself as I look at my hands.

    Heading Al's warning that there is Poison Gas ahead, I decide to chill with the horses for a bit.

    'Magic isn't just wiggling and chanting? But that's the best part of Magic!' I shake my head as I try to come to grips with this.

    Doing nothing this turn, don't want to waste a ton of resources on the Gas with Quinn up next. I'll discard my Fireball Beads when I reset my hand since those aren't particularly helpful right now (even with wiggling your fingers and chanting) and draw up both my Enervation Spell and My Wand of Evervation which are both better. Use the Wand first since it recharges, but the Spell is also available if you need it.

    "

    Flenta wrote:

    Hand: Dwarven Earthbreaker +1, Enervation, Impervious Fortress Plate, Belt of Charging, Wand of Enervation,

    Displayed:
    Deck: 10 Discard: 5 Buried: 0
    Current Location: Stable
    Hero Points: 8 // Flenta has the following scourges marked:
    Frightened:
    While Marked:
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

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


    NOTES:
    Available Support: Wand of Enervation and Enervation Spell are both available. Use wand first.
    Other: Paizo reroll used for scenario 6-5C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mountain Pattern Armor, Embiggen, Legionnaire Chaplain, Whip of Centipedes, Frost Lance +2
    Recharged: Gem of Physical Prowess, Blessing of Shizuru, Shock Glaive +1, Sadomasochism, Flaming Longsword +3,
    Discard Pile: The Rakshasa, Death's Touch, Tripartite Spear +2, Iomedae's Justice, Fireball Beads,
    Buried Pile:

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

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

    "


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

    The Worldbreaker. WHEN THIS IS THE HOUR: You may banish a random blessing from your discards to explore.

    Move roll: 1d7 ⇒ 3 - move to Reading Room

    Explore revealed Poison Gas.

    Dis 11 (6+5) w/ banished Blast Stone: 1d10 + 5 + 2d4 ⇒ (9) + 5 + (1, 2) = 17 - gas defeated

    Discard Jasan to explore, encounter Mantis Assassin. Banish Liquid Courage to avoid BYA.

    Use Flenta's wand. Combat reduction?: 2d4 ⇒ (1, 3) = 4

    Combat 16 (20-4) w/ humanbane rapier (reloading chain), human bonus: 1d10 + 1d6 + 12 + 1d8 ⇒ (2) + (4) + 12 + (1) = 19 - defeated

    Discard Publican to explore, encounter Perplexing Text.

    Know 12 w/ publican bonus: 1d10 + 6 + 1d10 ⇒ (9) + 6 + (5) = 20 - defeated, taking a random spell (Quickened Ray, Spell 5) and healing The Dance

    Per hour, banish random blessing (Publican) to explore and encounter Obsession of Battle.

    Wis 11 w/ Mastermind (burying spell): 1d8 + 1 + 1d10 + 6 ⇒ (5) + 1 + (7) + 6 = 19

    Siege deck empty. We win!


    DEVELOPMENT:
    You were able to fend off the attacks of the Red Mantis assassins, so thanks to you, the Countess is safe! You tell her of your discoveries at the Lupescinov manor, and of your battle against the waves of undead as you resanctified the city’s graveyard. Given the full report of your deeds in the service of Ardis—and the fact that you just saved the lives of her and her guards—the Countess is more than happy to lend you the city’s guard to put an end to the heinous plots in her city. She also vows to inform the citizens that you were the ones to save her from the assassins, and that you are leading the charge to protect Ardis from the Whispering Tyrant, a fact that will surely earn you back some of their trust.

    SCENARIO REWARD:

  • Each character gets a hero point.
  • The party gets all boons remaining in locations.
  • Adventure Card Society characters may choose a bonus deck upgrade.

    ACQUIRED CARDS:
    Weapon 4 Returning Totem Spear
    Weapon 5 Speed Battleaxe
    Weapon 3 Venomous Dagger
    Weapon 4 Verminbane Warhammer
    Spell 3 Chain Lightning
    Spell 5 Disintegrate
    Spell 3 Divine Fortune
    Spell 3 Dragon’s Breath
    Spell 3 Ice Strike
    Spell 5 Icy Prison
    Spell 4 Instrument Of Agony
    Spell 5 Major Harrowing
    Spell 5 Quickened Ray
    Spell 3 Volcanic Storm
    Spell 3 Wall Of Light
    Armor 4 Bearskin Armor
    Armor P3 Corpse Plate
    Armor 3 Impervious Chain Shirt
    Armor 4 Moon Maiden Armor
    Item 4 Belt Of Physical Might
    Item 4 Blue War Paint
    Item 4 Bottled Lightning
    Item 4 Dust Of Revealing
    Item 4 Fireball Beads
    Item 3 Persona Mask
    Item 2 Wand Of Flame
    Item 4 Wand Of Restorative Touch
    Item 5 Wyvern Poison
    Ally 5 Aerilaya
    Ally 3 Cerulean Mastermind
    Ally 3 Hellknight Of The Nail
    Ally 4 Hippogriff Fledgling
    Ally 4 Lyrune-quah Truthspeaker
    Ally 4 Nightspear
    Ally 3 Ruan Mirukova
    Ally 4 Sklar-quah Thundercaller
    Ally 4 Skoan-quah Boneslayer
    Ally 3 Wolverine
    Blessing 0 Prayer
    Blessing 3 The First
    Blessing 3 The Prince Of Pain
    Blessing 1 The Rakshasa
    Blessing 1 The Survivor
    Blessing 1 The Trumpet


  • 6-5D: An Unwelcome Reunion
    It’s a good thing that you have the Ardis city guard on your side, because you’ll need help investigating the many places where a possible threat could fester. You’ve had a day or so to pore over the documents you found in the Lupescinov manor, and they suggest that the culprits are likely to have a hideout in an abandoned manor on the outskirts of the city, a place to slink back to after carrying out their nefarious deeds. There are plenty of abandoned manors scattered around the edges of town which could serve as a possible headquarters, many of which come with their own legends of hauntings and ruin.

    After delegating a few groups of guards to investigate on the west side of town, you decide to head east. Rummaging through a few old ruined estates, the biggest threats you find are some loose floorboards and startled wildlife. When you return to the rendezvous point in town, however, one of the groups of guards is missing. And after the dusk slowly fades into proper nightfall, there’s still no sign of them. Someone needs to figure out what happened, and you’re not going to risk sending another group of guards without knowing what happened to the first. This is your task, and you intend to see it through.

    When you reach the crumbling mansion that the missing guards had sought, you are filled with an immediate sense of dread. The very air seems thick with fungus and decay. Though the surface levels are rotted away and unstable, you soon find a set of stairs leading down into a vast underground crypt. Unfortunately, you’re not alone as you descend these stairs. You are greeted by the writhing and shambling corpses of undead as they make their way toward you from all corners of the room. It is then that you hear a familiar dry cackle that sends shivers down your spine. In the center of the chamber, performing some gruesome bloody ritual upon a raised stone altar, is the lich Trazavai. But how is this possible? You destroyed him!

    It appears that the relic that you destroyed was not Trazavai’s true phylactery. It was merely a decoy. He stands before you once again, a wretched smile torn across his cackling face as he marches his undead minions toward you like puppets on strings. You may not know what his true phylactery is, but now is not the time to investigate. Right now, you must defeat the lich once more, even if you know that it’s only a temporary fix. You resolve to discover his real phylactery and destroy him for good, but right now you can only focus on one thing: surviving!

    LOCATIONS:
    1-Base
    1-Lair
    1-Ossuary
    1-Ruin
    2-Crypt
    3-Dungeons
    4-Oubliette
    5-Pits
    6-Blood Pool

    SETUP:

  • Add the Perils wildcard Hostile.
  • Before building the locations, search the vault for Undead monsters, shuffle them together, and deal 2 of them into each location. When you deal the usual monsters into the locations, use the remaining undead monsters before taking monsters from the vault.

    STORY BANES:

  • Danger: Lich (Travazai)
  • Villain: Lich (Travazai)-Proxy V1
  • Closing Henchmen: Castothrane, Knurlott, Lashton, Vampire, Mummy, Wights-Proxy A

    DURING THIS SCENARIO:

  • Before you attempt to close or guard a location, discard the top card of your deck.


  • 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: 6-5D: An Unwelcome Reunion

  • Harrow suit: Hammers
    SETUP:
  • Add the Perils wildcard Hostile.
  • Before building the locations, search the vault for Undead monsters, shuffle them together, and deal 2 of them into each location. When you deal the usual monsters into the locations, use the remaining undead monsters before taking monsters from the vault.

    STORY BANES:

  • Danger: Lich (Travazai)
  • Villain: Lich (Travazai)-Proxy V1
  • Closing Henchmen: Castothrane, Knurlott, Lashton, Vampire, Mummy, Wights-Proxy A

    DURING THIS SCENARIO:

  • Before you attempt to close or guard a location, discard the top card of your deck.
  • Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Roc
    Monster 4

    Traits
    Animal

    Check
    Combat
    19

    Powers
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.

    Monster 2
    Spoiler:
    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 3
    Spoiler:
    Cytillipede
    Monster 4

    Traits
    Vermin

    Check
    Combat
    16

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

    Monster 4
    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 5
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    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.

    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:
    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 4
    Spoiler:
    Wall Of Lightning
    Barrier 3

    Traits
    Obstacle
    Construct
    Elemental
    Electricity

    Check
    Dexterity
    Constitution
    Acrobatics
    Fortitude
    10

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

    Barrier 5
    Spoiler:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Random Weapons:
    Weapon 1
    Spoiler:
    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:
    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 3
    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 4
    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 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:
    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 2
    Spoiler:
    Scrying
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    14
    OR
    Wisdom
    Divine
    13

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

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

    Spell 3
    Spoiler:
    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:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Veteran

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.

    Spell 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:
    Totem Klar
    Armor 4

    Traits
    Shield
    Offhand
    Piercing
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    11

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

    Armor 2
    Spoiler:
    Lion’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 3
    Spoiler:
    Corpse Plate
    Armor P3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

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

    Armor 4
    Spoiler:
    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:
    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:
    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:
    Wand Of Enervation
    Item 3

    Traits
    Wand
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

    Powers
    On any combat check, bury or banish to decrease the difficulty by 2d4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.

    Item 3
    Spoiler:
    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 4
    Spoiler:
    Wand Of Restorative Touch
    Item 4

    Traits
    Wand
    Divine
    Magic
    Healing

    Check
    Wisdom
    Divine
    10

    Powers
    Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.

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

    Item 5
    Spoiler:
    Persona Mask
    Item 3

    Traits
    Accessory
    Magic

    Check
    Charisma
    Diplomacy
    9

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

    Random Allies:
    Ally 1
    Spoiler:
    Hellknight Of The Nail
    Ally 3

    Traits
    Human
    Hellknight

    Check
    Charisma
    Diplomacy
    11

    Powers
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Ally 2
    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 3
    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 4
    Spoiler:
    Landshark Whelp
    Ally 4

    Traits
    Aberration

    Check
    Wisdom
    Survival
    9

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

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

    Ally 5
    Spoiler:
    Lyrune-quah Moon Maiden
    Ally 5

    Traits
    Loot
    Human
    Barbarian
    Respect

    Check
    Charisma
    Diplomacy
    11
    OR
    Summon And Defeat A Monster
    0

    Powers
    Display. While displayed:
    • On all combat and Fortitude checks, add 1d6.
    • At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all combat and Fortitude checks, add 3.

    Random Blessings:
    Blessing 1
    Spoiler:
    Norgorber’s Shadow
    Blessing 1

    Traits
    Deity: Norgorber
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Stealth
    5+#

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

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

    Blessing 2
    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 3
    Spoiler:
    Lady Luck
    Blessing 3

    Traits
    Deity: Desna
    Divine

    Check
    Wisdom
    Divine
    Perception
    8

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

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

    Blessing 4
    Spoiler:
    Gozreh’s Growth
    Blessing 1

    Traits
    Deity: Gozreh
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Survival
    4+#

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

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

    Blessing 5
    Spoiler:
    The Marriage
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Craft
    4+#

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

    On a local check, discard to bless.
    The character attempting the check may add another local character’s die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.

    Turn: 1 Valaros/Katlyn99

    Top of Blessing Discard Pile: The Joke - When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.

    Top Blessing:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, you may recharge a card to add your Intelligence die.

    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Radillo)
    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 2 (Turn 3 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 3 (Turn 4 Flenta)
    Spoiler:
    The All-seeing Eye
    Blessing 3

    Traits
    Deity: Nethys
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you would examine the top card of a location, you may examine the top 2 cards instead.

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

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

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

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

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

    Blessings Deck Card 5 (Turn 6 Valaros)
    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.

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

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

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

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Blessings Deck Card 8 (Turn 9 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 9 (Turn 10 Quinn)
    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.

    Blessings Deck Card 10 (Turn 11 Valaros)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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

    Blessings Deck Card 11 (Turn 12 Radillo)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Blessings Deck Card 12 (Turn 13 Alahazra)
    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 13 (Turn 14 Flenta)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 14 (Turn 15 Quinn)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 15 (Turn 16 Valaros)
    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 17 Radillo)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 17 (Turn 18 Alahazra)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

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

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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

    Blessings Deck Card 19 (Turn 20 Quinn)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Blessings Deck Card 20 (Turn 21 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 21 (Turn 22 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 22 (Turn 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 Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 24 (Turn 25 Quinn)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 25 (Turn 26 Valaros)
    Spoiler:
    The Fiend
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

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

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

    Blessings Deck Card 26 (Turn 27 Radillo)
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

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

    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.

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

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you examine cards this turn, heal 1d4-1 cards.

    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.

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

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Ignore cards’ before acting powers.

    On a local check, bury to bless twice.
    Discard to explore.

    Blessings Deck Card 29 (Turn 30 Quinn)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

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

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

    Lair
    Traits: Underground, Wild
    At This Location: The difficulty to defeat story banes is increased by 2.
    When Closing: Succeed at a Strength or Melee 5+# check.
    When Permanently Closed: No effect.
    M:5 Ba:1 W:2 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:1

    Lair Card 1:
    Blackjack’s Rapier
    Weapon 4

    Traits
    Loot
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    Blackjack

    Check
    Strength
    Acrobatics
    Melee
    13

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

    Lair 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.

    Lair Card 3:
    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.

    Lair Card 4:
    Obsession Of Battle
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

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

    Lair Card 5:
    Castothrane
    Story Bane Monster 5

    Traits
    Undead
    Skeleton

    Check
    Combat
    26

    Powers
    Immune to Cold, Mental and Poison. Resistant to Attack and Fire. Vulnerable to Bludgeoning.
    Before acting, suffer 1d4 Fire damage, then a random other character summons and encounters the story bane Wraith.
    If undefeated, move to a random other location and bury 1d4 random cards from your discards.

    Lair Card 6:
    Manananggal
    Monster 5

    Traits
    Undead

    Check
    Combat
    20
    THEN
    Combat
    20

    Powers
    Immune to Mental and Poison.
    Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
    If undefeated, suffer the scourge Drained.

    Lair Card 7:
    Speed Battleaxe
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    14

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

    Lair Card 8:
    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.

    Lair 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.

    Lair Card 10:
    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.

    Lair Card 11:
    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.

    Lair Card 12:
    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.

    Ossuary
    Traits: Sacred, Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M:5 Ba:1 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1

    Ossuary Card 1:
    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.

    Ossuary Card 2:
    Corpse Lotus
    Monster 5

    Traits
    Plant
    Veteran

    Check
    Combat
    22

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

    Ossuary Card 3:
    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.

    Ossuary Card 4:
    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.

    Ossuary Card 5:
    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.

    Ossuary Card 6:
    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.

    Ossuary Card 7:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Ossuary Card 8:
    Rajambari
    Monster 3

    Traits
    Undead
    Skeleton

    Check
    Combat
    17

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, each local character suffers 1 Combat damage.

    Ossuary Card 9:
    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.

    Ossuary Card 10:
    Knurlott
    Story Bane Monster 5

    Traits
    Undead
    Skeleton

    Check
    Combat
    14
    THEN
    Combat
    18

    Powers
    Immune to Acid, Cold, Electricity, Mental, and Poison.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage.
    When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.

    Ossuary Card 11:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    11

    Powers
    Display. While displayed:
    • For your combat checks, you may use Arcane + 3d6.
    • At the end of your turn, banish.

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

    Ossuary Card 12:
    Ember Ghoul
    Monster 5

    Traits
    Undead
    Ghoul
    Fire

    Check
    Combat
    20

    Powers
    Immune to Fire, Mental, and Poison.
    Vulnerable to Cold.
    After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.

    Ruin
    Traits: Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M:4 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1

    Ruin 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.

    Ruin Card 2:
    Red Mantis Ambush
    Barrier 4

    Traits
    Skirmish
    Red Mantis

    Check
    None
    0

    Powers
    Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
    Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.

    Ruin 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.

    Ruin Card 4:
    Banshee
    Monster 5

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    21

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

    Ruin Card 5:
    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.

    Ruin Card 6:
    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.

    Ruin Card 7:
    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.

    Ruin Card 8:
    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.

    Ruin Card 9:
    Lashton
    Story Bane Monster 5

    Traits
    Undead
    Skeleton

    Check
    Combat
    18
    THEN
    Combat
    21

    Powers
    Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
    Before acting, each character may summon and encounter the story bane Ancient Skeleton. The difficulty to defeat this monster is increased by twice the number of characters who did not defeat an Ancient Skeleton.

    Ruin Card 10:
    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.

    Ruin Card 11:
    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.

    Ruin Card 12:
    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.

    Crypt
    Traits: Sacred, Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M:6 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1

    Crypt Card 1:
    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.

    Crypt Card 2:
    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.

    Crypt Card 3:
    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.

    Crypt Card 4:
    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.

    Crypt Card 5:
    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.

    Crypt Card 6:
    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.

    Crypt Card 7:
    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.

    Crypt Card 8:
    Lich
    Story Bane Monster 3

    Traits
    Undead
    Lich
    Veteran

    Check
    Combat
    12+##
    THEN
    Combat
    11+##

    Powers
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.

    Crypt Card 9:
    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.

    Crypt Card 10:
    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.

    Crypt Card 11:
    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.

    Crypt Card 12:
    Fury Devil
    Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    23

    Powers
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
    If undefeated, each local character suffers 1d4 Force damage.

    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:5 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1

    Dungeons Card 1:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Dungeons Card 2:
    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.

    Dungeons Card 3:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Dungeons Card 4:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Dungeons Card 5:
    Ogre
    Monster 0

    Traits
    Giant
    Ogre
    Veteran

    Check
    Combat
    12+##

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

    Dungeons Card 6:
    Mummy
    Story Bane Monster 2

    Traits
    Undead
    Mummy
    Veteran

    Check
    Combat
    14+##

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.

    Dungeons Card 7:
    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.

    Dungeons Card 8:
    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.

    Dungeons Card 9:
    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.

    Dungeons Card 10:
    Fangs Of Diomazul
    Barrier 3

    Traits
    Trap
    Construct

    Check
    Dexterity
    Acrobatics
    Disable
    Stealth
    11

    Powers
    If undefeated, display this barrier at your location. While displayed, at this location:
    • When you explore, suffer 1d4 Combat damage.
    • For your first exploration of your turn, you may encounter this barrier.
    • When this location is closed, banish this barrier.

    Dungeons Card 11:
    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.

    Dungeons Card 12:
    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.

    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:5 Ba:2 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1

    Oubliette 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.

    Oubliette Card 2:
    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.

    Oubliette Card 3:
    The Savored Sting
    Blessing 3

    Traits
    Deity: Calistria
    Divine

    Check
    Charisma
    Divine
    8

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

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

    Oubliette Card 4:
    Venomous Dagger
    Weapon 3

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    11

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

    Oubliette Card 5:
    Traitor
    Monster 1

    Traits
    Human
    Spy
    Veteran

    Check
    Combat
    9+##

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

    Oubliette Card 6:
    Dispelling Mist
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Dexterity
    Disable
    12
    OR
    Arcane
    Divine
    15

    Powers
    If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
    • At the start and end of your turn, recharge a random Magic boon.
    • When this location is closed, banish this barrier.

    Oubliette Card 7:
    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.

    Oubliette Card 8:
    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 9:
    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.

    Oubliette Card 10:
    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.

    Oubliette Card 11:
    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.

    Oubliette Card 12:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    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:3 Ba:2 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1

    Pits Card 1:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Pits Card 2:
    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.

    Pits Card 3:
    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.

    Pits Card 4:
    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.

    Pits Card 5:
    Guardian Zombie
    Monster 2

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    11+##

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

    Pits Card 6:
    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.

    Pits Card 7:
    Wight
    Story Bane Monster 1

    Traits
    Undead
    Wight
    Veteran

    Check
    Knowledge
    6+#
    OR
    Combat
    10+##

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

    Pits Card 8:
    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.

    Pits Card 9:
    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.

    Pits Card 10:
    Madness Mist Trap
    Barrier 3

    Traits
    Cache
    Lock
    Trap
    Magic

    Check
    Disable
    8
    OR
    Fortitude
    10

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

    Pits Card 11:
    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.

    Pits Card 12:
    Red Mantis Initiate
    Monster 2

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    10+##
    OR
    Wisdom
    5+#

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

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

    No Location Card 1:
    Jayna Lemore
    Supporter 3

    Traits
    Human
    Paladin

    Check
    NONE
    0

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

    No Location Card 2:
    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

    No Location Card 3:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

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

    No Location Card 4:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

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

    No Location Card 5:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

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

    No Location Card 6:
    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.


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

    Starting at the Crypt.

    Quinn wrote:

    Hand: Twitch Tonic (Core), Liquid Courage, Master of Masters, Blackjack's Rapier, Elixir of Focus, The Dance, Shock Kukri, Elixir of Healing,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 6
    "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?: Y
    Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)

    Scarab Sages

    Deck Handler Oracle

    Card upgrades

    Fire Snake -> Icy Prison
    Bound Elemental -> Vampire Bat

    Al starts at the Crypt

    "

    Alahazra wrote:

    Hand: Restorative Touch, Blessing of the Spellbound 2, Achaekek's Claws, Blessing of Abadar, Icy Prison, Channel the Gift,
    Displayed:
    Deck: 15 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.

    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

    I'll start at the Lair.

    "

    Flenta wrote:

    Hand: Shock Glaive +1, Flaming Longsword +3, Death's Touch, Whip of Centipedes, Embiggen,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Current Location: Lair
    Hero Points: 9
    NOTES:
    Other: Paizo reroll used for scenario 6-5D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sadomasochism, Gem of Physical Prowess, Enervation, Frost Lance +2, Blessing of Shizuru, Jorgenfist Spear, Belt of Charging, The Rakshasa, Blessing of Angradd, Dwarven Earthbreaker +1, Mountain Pattern Armor, Wand of Enervation, Fireball Beads, Legionnaire Chaplain, Impervious Fortress Plate
    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

    Magical Mansion in for Enervation.
    Sand Elemental in for Ice Chemist.
    Radillo will swap in the loot card Pharasma's Knowing for Blessing of the Qi Zhong and Steal Soul for Twisted Space.

    Start at Ossuary.

    Radillo wrote:

    Hand: Disintegrate, Cloudburst, Create Mindscape, Wand of Enervation, Acadamae Scholar, Bound Imp, Blessing of the Master of Masters,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Ossuary
    Hero Points: 9
    NOTES:
    Available Support: Blessing and Wand of Enervation 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 5C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Steal Soul (Loot), Magical Mansion, Embiggen, Sand Elemental, Spellbook, Cleric of Nethys, The Foreign Trader, Binder's Tome, Death's Touch, Chain Lightning, Pharasma's Knowing (Loot), Salvator Scream, Fire Snake, 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 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.


    Deck Handler

    Val will join their Sorceress pal at the Lair.

    Valeros wrote:

    Hand: Blessing of Angradd, Viking Shieldmaster, Flaming Longsword +3, Blessing of Shizuru, Evangelist,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Current Location: Lair
    Hero Points Available: 6/6
    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 (2 available, keeping one weapon in hand).
    Other: I can avenge by discarding. 2 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hat of Glamour, Surgeon, Retriever, Fortified Breastplate, Breakaway Spear, Spirit Sword, Ukwar Axe (Loot), Angelic Armor (Loot), Ring of Stony Flesh, Silken Ceremonial Armor, Greatclub +3, Soldier (Core), Blessing of Abadar, Frost Lance +2, Belt of Physical Might (Curse)
    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 Joke
    WHEN THIS IS THE HOUR: On your check against a barrier, you may recharge a card to add your Intelligence die.

    Explore: Blackjack’s Rapier
    Recharge BoShizuru to bless twice.
    Melee 13: 3d10 + 5 ⇒ (8, 2, 1) + 5 = 16

    Discard Viking Shieldmaster to explore.
    Explore: Baykok
    Reveal Flaming Longsword, recharge Blackjacks Rapier, viking shieldmaster adds a d4 due to discarding it to explore, discard evangelist to dd a d4.
    Combat 21+2: 1d10 + 5 + 1d8 + 3 + 1d6 + 1d4 + 1d4 ⇒ (3) + 5 + (4) + 3 + (1) + (2) + (2) = 20 Hero point to reroll
    Combat 21+2: 1d10 + 5 + 1d8 + 3 + 1d6 + 1d4 + 1d4 ⇒ (5) + 5 + (4) + 3 + (2) + (3) + (4) = 26

    End of Turn Actions: Recharge Viking Shieldmaster

    Valeros wrote:

    Hand: Flaming Longsword +3, Greatclub +3, Soldier (Core), Surgeon, Blessing of Angradd,

    Displayed:
    Deck: 15 Discard: 1 Buried: 0
    Current Location: Lair
    Hero Points Available: 5/6
    Hero Points used: 1
    Reroll Used: No
    NOTES:
    Available Support: Feel free to recharge/reload a weapon/armor/ally to add a 1d6 to a local combat check (3 available, keeping one weapon in hand).
    Other: I can avenge by discarding. 1 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Retriever, Frost Lance +2, Fortified Breastplate, Hat of Glamour, Ring of Stony Flesh, Silken Ceremonial Armor, Blessing of Abadar, Spirit Sword, Ukwar Axe (Loot), Angelic Armor (Loot), Breakaway Spear, Belt of Physical Might (Curse)
    Recharged: Blessing of Shizuru, Blackjack’s Rapier, Viking Shieldmaster,
    Discard Pile: Evangelist,
    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 Erastil's Eye
    When this is the hour: If you are at a Wild location, you may discard a card to explore.
    Remain at Ossuary

    Display Create Mindscape at Ossuary.
    Bound Imp to recovery to draw 2 cards: Cleric of Nethys & Chain Lightning
    Explore:

    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.

    Request Quinn discard The Dance to bless twice with d4s (location power).
    Dexterity 13: 1d8 + 1 + 2d4 ⇒ (4) + 1 + (2, 2) = 9 Spend Hero Point to re-roll
    Dexterity 13: 1d8 + 1 + 2d4 ⇒ (8) + 1 + (4, 4) = 17 acquired!

    Discard Cleric of Nethys to examine 2 and encounter 1: Corpse Lotus (Monster 5) and Keen Spiked Chain (Weapon 5).
    Encounter:

    Corpse Lotus:
    Monster 5
    Traits
    Plant
    Veteran

    Check
    Combat
    22

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

    Cloudburst to recovery. Examine bottom card of deck: Spellbook - leave on bottom. Create Mindscape adds 1d4. Acadamae Scholar adds 1. Resistance to Electricity. Wand of Enervation to recovery to decrease difficulty by: 2d4 ⇒ (3, 2) = 5
    Combat 22-4=18: 1d10 + 7 + 3d6 + 1d4 + 1 - 4 ⇒ (6) + 7 + (5, 6, 3) + (4) + 1 - 4 = 28 defeated
    Move to Pits

    Discard Acadamae Scholar & recharge Cleric of Nethys to explore Pits card #1:

    Ghoul:
    Monster 1
    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Display Chain Lightning. Draw Cleric of Nethys from bottom of deck.
    Combat 11+##=21: 1d10 + 7 + 3d6 ⇒ (6) + 7 + (3, 3, 3) = 22 defeated

    Discard Cleric of Nethys & recharge Acadamae Scholar to examine 2 and encounter 1: Voidglass Armor (Armor 3) & Sable Company Marine (Ally 3).
    Encounter:

    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.

    Use Arcane in place of listed skill.
    Dexterity (Arcane) 11: 1d10 + 7 ⇒ (5) + 7 = 12 success
    Diplomacy (Arcane) 10: 1d10 + 7 ⇒ (8) + 7 = 15 acquired

    End turn. Attempt recovery:
    Wand of Enervation: Arcane 12: 1d10 + 7 ⇒ (2) + 7 = 9 -> Wand of Enervation discarded.
    Bound Imp: Arcane 8: 1d10 + 7 ⇒ (10) + 7 = 17 -> Bound Imp recharged.
    Cloudburst: Arcane 13: 1d10 + 7 ⇒ (9) + 7 = 16 -> Cloudburst recharged.

    Reset hand.

    Radillo wrote:

    Hand: Disintegrate, Embiggen, Binder's Tome, Blessing of the Master of Masters, Sable Company Marine (acquired), Steal Soul (Loot), Belt of Physical Might (acquired),

    Displayed: Chain Lightning,
    Deck: 12 Discard: 2 Buried: 0
    Current Location: Pits
    Hero Points: 9
    NOTES:
    Available Support: Blessing and Embiggen available. When any local character attempts a check to defeat a monster, Radillo can recharge an ally to reduce the difficulty of that check by 1 plus the adventure deck number of the recharged ally (ask before using last ally). When 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 5C?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Salvator Scream, Sand Elemental, Pharasma's Knowing (Loot), Magical Mansion, The Foreign Trader, Death's Touch, Fire Snake, Channel the Gift
    Recharged: Spellbook, Acadamae Scholar, Bound Imp, Cloudburst,
    Discard Pile: Cleric of Nethys, Wand of Enervation,
    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 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.

    Turn Summary:
    Create Mindscape displayed at Ossuary.
    Used Quinn's The Dance.
    Card 1 & 2 acquired or banished from Ossuary.
    Top card of Ossuary is Keen Spiked Chain (Weapon 5).
    Moved to Pits.
    Cards 1 & 2 acquired or banished from Pits.
    Top card of Pits is Voidglass Armor (Armor 3).


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

    Out of turn: Dance discarded for Radillo.

    Quinn wrote:

    Hand: Twitch Tonic (Core), Liquid Courage, Master of Masters, Blackjack's Rapier, Elixir of Focus, Shock Kukri, Elixir of Healing,

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    Hero Points: 6
    "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?: Y
    Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)

    Scarab Sages

    Deck Handler Oracle

    Turn 3: Benefaction
    When this is the hour: No Effect

    SoT: Examine top two cards. (Accursed Priest, Divine Blaze)
    Draw a card: Mist Horn

    Play Channel the Gift to get Create Mindscape and display it.

    Free Explore: Accursed Priest (Combat 21)
    Play Icy Prison

    Combat 21: 1d12 + 6 + 4d6 ⇒ (9) + 6 + (3, 2, 1, 2) = 23 -> Fail. (should be combat 24)

    Shirt reroll on 1: 1d6 ⇒ 6-> Success
    AYA: Bury Achekek's Claws

    Discard Blessing of the Spellbound to explore again.

    Explore 2: Divine Blaze (Divine 12)
    Divine 12: 1d12 + 6 + 1d4 ⇒ (10) + 6 + (4) = 20 -> Success, added to hand.

    End turn, reset hand.
    Examine top two cards: Ash Giant and Vortex of Madness (trigger)

    Encounter Vortex (Divine 13)
    Discard Blessing of Abadar to bless twice

    Divine 13: 1d12 + 6 + 1d4 + 2d12 ⇒ (9) + 6 + (2) + (8, 9) = 34 - Vortex defeated.

    Recover Channel 14: 1d12 + 6 + 1d4 ⇒ (3) + 6 + (2) = 11 -> Discard
    Recover Icy Prison 14: 1d12 + 6 + 1d4 ⇒ (12) + 6 + (2) = 20 -> Recharge

    "

    Alahazra wrote:

    Hand: Restorative Touch, Fire Snake, Vampire Bat, Holy Javelin, Divine Blaze, Mist Horn,
    Displayed: Create Mindscape,
    Deck: 11 Discard: 3 Buried: 1
    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.

    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).

    "

    Scarab Sages

    Deck Handler Oracle

    At the start of Flenta's turn, recharge vampire bat to examine the top two cards (Ash Giant, Dire Lion) and shuffle channel the gift back in.

    Draw Binder's Tome

    "

    Alahazra wrote:

    Hand: Restorative Touch, Fire Snake, Binders Tome, Holy Javelin, Divine Blaze, Mist Horn,
    Displayed: Create Mindscape,
    Deck: 11 Discard: 2 Buried: 1
    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.

    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: 6-5D: An Unwelcome Reunion

  • Harrow suit: Hammers
    SETUP:
  • Add the Perils wildcard Hostile.
  • Before building the locations, search the vault for Undead monsters, shuffle them together, and deal 2 of them into each location. When you deal the usual monsters into the locations, use the remaining undead monsters before taking monsters from the vault.

    STORY BANES:

  • Danger: Lich (Travazai)
  • Villain: Lich (Travazai)-Proxy V1
  • Closing Henchmen: Castothrane, Knurlott, Lashton, Vampire, Mummy, Wights-Proxy A

    DURING THIS SCENARIO:

  • Before you attempt to close or guard a location, discard the top card of your deck.
  • Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Monster 2
    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 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:
    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:
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Labyrinth
    Barrier 1

    Traits
    Obstacle
    Veteran

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

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

    Barrier 2
    Spoiler:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Barrier 3
    Spoiler:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Barrier 4
    Spoiler:
    Wall Of Lightning
    Barrier 3

    Traits
    Obstacle
    Construct
    Elemental
    Electricity

    Check
    Dexterity
    Constitution
    Acrobatics
    Fortitude
    10

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

    Barrier 5
    Spoiler:
    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.

    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:
    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:
    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:
    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:
    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 2
    Spoiler:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Veteran

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.

    Spell 3
    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.

    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:
    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:
    Impervious Chain Shirt
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    11

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

    Armor 2
    Spoiler:
    Bearskin Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 3
    Spoiler:
    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:
    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:
    Moon Maiden Armor
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

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

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    4

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

    Item 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:
    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 5
    Spoiler:
    Wand Of Restorative Touch
    Item 4

    Traits
    Wand
    Divine
    Magic
    Healing

    Check
    Wisdom
    Divine
    10

    Powers
    Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.

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

    Random Allies:
    Ally 1
    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 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:
    Ruan Mirukova
    Ally 3

    Traits
    Loot
    Human
    Bard

    Check
    Charisma
    Diplomacy
    12

    Powers
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.

    Ally 4
    Spoiler:
    Hellknight Of The Nail
    Ally 3

    Traits
    Human
    Hellknight

    Check
    Charisma
    Diplomacy
    11

    Powers
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Ally 5
    Spoiler:
    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:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 2
    Spoiler:
    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 3
    Spoiler:
    Urgathoa’s Gluttony
    Blessing 1

    Traits
    Deity: Urgathoa
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

    Powers
    WHEN THIS IS THE HOUR
    On your check to acquire a boon, add 1d6; if you succeed, bury the boon.

    On any check, discard to bless.
    On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
    Discard to explore.

    Blessing 4
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessing 5
    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.

    Turn: 4 Flenta/Gimry

    Top of Blessing Discard Pile: The All-seeing Eye - When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead.

    Top Blessing:
    The All-seeing Eye
    Blessing 3

    Traits
    Deity: Nethys
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you would examine the top card of a location, you may examine the top 2 cards instead.

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


    Blessings Remaining: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 5 Quinn)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

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

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

    Blessings Deck Card 2 (Turn 6 Valaros)
    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.

    Blessings Deck Card 3 (Turn 7 Radillo)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 4 (Turn 8 Alahazra)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Blessings Deck Card 5 (Turn 9 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 6 (Turn 10 Quinn)
    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.

    Blessings Deck Card 7 (Turn 11 Valaros)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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

    Blessings Deck Card 8 (Turn 12 Radillo)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Blessings Deck Card 9 (Turn 13 Alahazra)
    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 10 (Turn 14 Flenta)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 11 (Turn 15 Quinn)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 12 (Turn 16 Valaros)
    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 13 (Turn 17 Radillo)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 14 (Turn 18 Alahazra)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 15 (Turn 19 Flenta)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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

    Blessings Deck Card 16 (Turn 20 Quinn)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Blessings Deck Card 17 (Turn 21 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 18 (Turn 22 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 19 (Turn 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 Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 21 (Turn 25 Quinn)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 22 (Turn 26 Valaros)
    Spoiler:
    The Fiend
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

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

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

    Blessings Deck Card 23 (Turn 27 Radillo)
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

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

    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.

    Blessings Deck Card 24 (Turn 28 Alahazra)
    Spoiler:
    The Hidden Truth
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you examine cards this turn, heal 1d4-1 cards.

    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.

    Blessings Deck Card 25 (Turn 29 Flenta)
    Spoiler:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Ignore cards’ before acting powers.

    On a local check, bury to bless twice.
    Discard to explore.

    Blessings Deck Card 26 (Turn 30 Quinn)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

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

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

    Lair
    Traits: Underground, Wild
    At This Location: The difficulty to defeat story banes is increased by 2.
    When Closing: Succeed at a Strength or Melee 5+# check.
    When Permanently Closed: No effect.
    M:4 Ba:1 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:1
    Located here: Val, Flenta

    Lair Card 1:
    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.

    Lair 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.

    Lair Card 3:
    Castothrane
    Story Bane Monster 5

    Traits
    Undead
    Skeleton

    Check
    Combat
    26

    Powers
    Immune to Cold, Mental and Poison. Resistant to Attack and Fire. Vulnerable to Bludgeoning.
    Before acting, suffer 1d4 Fire damage, then a random other character summons and encounters the story bane Wraith.
    If undefeated, move to a random other location and bury 1d4 random cards from your discards.

    Lair Card 4:
    Manananggal
    Monster 5

    Traits
    Undead

    Check
    Combat
    20
    THEN
    Combat
    20

    Powers
    Immune to Mental and Poison.
    Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
    If undefeated, suffer the scourge Drained.

    Lair Card 5:
    Speed Battleaxe
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    14

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

    Lair Card 6:
    Zombie
    Monster 0

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9+##

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

    Lair Card 7:
    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.

    Lair Card 8:
    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.

    Lair Card 9:
    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.

    Lair Card 10:
    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.

    Ossuary
    Traits: Sacred, Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M:4 Ba:1 W:2 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
    Notes: Create Mindscape displayed

    Ossuary 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.

    Ossuary Card 2:
    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.

    Ossuary Card 3:
    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.

    Ossuary Card 4:
    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.

    Ossuary Card 5:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Ossuary Card 6:
    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.

    Ossuary Card 7:
    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.

    Ossuary Card 8:
    Knurlott
    Story Bane Monster 5

    Traits
    Undead
    Skeleton

    Check
    Combat
    14
    THEN
    Combat
    18

    Powers
    Immune to Acid, Cold, Electricity, Mental, and Poison.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage.
    When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.

    Ossuary Card 9:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    11

    Powers
    Display. While displayed:
    • For your combat checks, you may use Arcane + 3d6.
    • At the end of your turn, banish.

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

    Ossuary Card 10:
    Ember Ghoul
    Monster 5

    Traits
    Undead
    Ghoul
    Fire

    Check
    Combat
    20

    Powers
    Immune to Fire, Mental, and Poison.
    Vulnerable to Cold.
    After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.

    Ruin
    Traits: Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M:4 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1

    Ruin 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.

    Ruin Card 2:
    Red Mantis Ambush
    Barrier 4

    Traits
    Skirmish
    Red Mantis

    Check
    None
    0

    Powers
    Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
    Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.

    Ruin 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.

    Ruin Card 4:
    Banshee
    Monster 5

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    21

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

    Ruin Card 5:
    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.

    Ruin Card 6:
    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.

    Ruin Card 7:
    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.

    Ruin Card 8:
    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.

    Ruin Card 9:
    Lashton
    Story Bane Monster 5

    Traits
    Undead
    Skeleton

    Check
    Combat
    18
    THEN
    Combat
    21

    Powers
    Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
    Before acting, each character may summon and encounter the story bane Ancient Skeleton. The difficulty to defeat this monster is increased by twice the number of characters who did not defeat an Ancient Skeleton.

    Ruin Card 10:
    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.

    Ruin Card 11:
    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.

    Ruin Card 12:
    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.

    Crypt
    Traits: Sacred, Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M:5 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Al, Quinn
    Notes: Create Mindscape displayed

    Crypt Card 1 - Ash Giant:
    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.

    Crypt Card 2:
    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.

    Crypt Card 3:
    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.

    Crypt Card 4:
    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.

    Crypt Card 5:
    Lich
    Story Bane Monster 3

    Traits
    Undead
    Lich
    Veteran

    Check
    Combat
    12+##
    THEN
    Combat
    11+##

    Powers
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.

    Crypt Card 6:
    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.

    Crypt Card 7:
    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.

    Crypt Card 8:
    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.

    Crypt Card 9:
    Fury Devil
    Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    23

    Powers
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
    If undefeated, each local character suffers 1d4 Force damage.

    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:5 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1

    Dungeons Card 1:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Dungeons Card 2:
    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.

    Dungeons Card 3:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Dungeons Card 4:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Dungeons Card 5:
    Ogre
    Monster 0

    Traits
    Giant
    Ogre
    Veteran

    Check
    Combat
    12+##

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

    Dungeons Card 6:
    Mummy
    Story Bane Monster 2

    Traits
    Undead
    Mummy
    Veteran

    Check
    Combat
    14+##

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.

    Dungeons Card 7:
    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.

    Dungeons Card 8:
    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.

    Dungeons Card 9:
    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.

    Dungeons Card 10:
    Fangs Of Diomazul
    Barrier 3

    Traits
    Trap
    Construct

    Check
    Dexterity
    Acrobatics
    Disable
    Stealth
    11

    Powers
    If undefeated, display this barrier at your location. While displayed, at this location:
    • When you explore, suffer 1d4 Combat damage.
    • For your first exploration of your turn, you may encounter this barrier.
    • When this location is closed, banish this barrier.

    Dungeons Card 11:
    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.

    Dungeons Card 12:
    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.

    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:5 Ba:2 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1

    Oubliette 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.

    Oubliette Card 2:
    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.

    Oubliette Card 3:
    The Savored Sting
    Blessing 3

    Traits
    Deity: Calistria
    Divine

    Check
    Charisma
    Divine
    8

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

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

    Oubliette Card 4:
    Venomous Dagger
    Weapon 3

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    11

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

    Oubliette Card 5:
    Traitor
    Monster 1

    Traits
    Human
    Spy
    Veteran

    Check
    Combat
    9+##

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

    Oubliette Card 6:
    Dispelling Mist
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Dexterity
    Disable
    12
    OR
    Arcane
    Divine
    15

    Powers
    If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
    • At the start and end of your turn, recharge a random Magic boon.
    • When this location is closed, banish this barrier.

    Oubliette Card 7:
    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.

    Oubliette Card 8:
    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 9:
    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.

    Oubliette Card 10:
    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.

    Oubliette Card 11:
    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.

    Oubliette Card 12:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    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:2 Ba:2 W:1 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
    Located here: Rad

    Pits Card 1 - Voidglass Armor:
    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.

    Pits Card 2:
    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.

    Pits Card 3:
    Guardian Zombie
    Monster 2

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    11+##

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

    Pits Card 4:
    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.

    Pits Card 5:
    Wight
    Story Bane Monster 1

    Traits
    Undead
    Wight
    Veteran

    Check
    Knowledge
    6+#
    OR
    Combat
    10+##

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

    Pits Card 6:
    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.

    Pits Card 7:
    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.

    Pits Card 8:
    Madness Mist Trap
    Barrier 3

    Traits
    Cache
    Lock
    Trap
    Magic

    Check
    Disable
    8
    OR
    Fortitude
    10

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

    Pits Card 9:
    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.

    Pits Card 10:
    Red Mantis Initiate
    Monster 2

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    10+##
    OR
    Wisdom
    5+#

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

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

    Base Card 1:
    Jayna Lemore
    Supporter 3

    Traits
    Human
    Paladin

    Check
    NONE
    0

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

    Base Card 2:
    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 3:
    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 4:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

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

    Base Card 5:
    Pathfinder 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 6:
    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.


  • Flenta Deck Handler

    ========================
    Flenta starts her turn.
    Hour: The All-seeing Eye
    Hour Power:When you would examine the top card of a location, you may examine the top 2 cards instead.

    With Val at her side, the Sorceress feels unstoppable as they search the Lair for one of the Lich's phylactery.

    Unfortunately instead of the phylactery, I run into one of the Lich's minions.

    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.

    Combat 21: 1d10 + 5 + 1d8 + 3 + 1d6 ⇒ (8) + 5 + (7) + 3 + (6) = 29

    Roll Details:

    Combat - 1d10+5
    Flaming Longsword +3 - 1d8+3
    Val's Aid - 1d6

    "

    Flenta wrote:

    Hand: Shock Glaive +1, Flaming Longsword +3, Death's Touch, Whip of Centipedes, Embiggen,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Current Location: Lair
    Hero Points: 9
    NOTES:
    Other: Paizo reroll used for scenario 6-5D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Angradd, Sadomasochism, Legionnaire Chaplain, Wand of Enervation, Jorgenfist Spear, Frost Lance +2, Gem of Physical Prowess, Blessing of Shizuru, Mountain Pattern Armor, The Rakshasa, Belt of Charging, Impervious Fortress Plate, Fireball Beads, Dwarven Earthbreaker +1, Enervation
    Recharged:
    Discard Pile:
    Buried Pile:

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

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

    "


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

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

    A cursed chain has people in fear of the boneyard, so Quinn investigates.

    Move to Ossuary and encounter spiked chain.

    Acro/Know 15 (recharging rapier), mindscape: 1d10 + 6 + 4 + 1d4 ⇒ (4) + 6 + 4 + (4) = 18 - acquired

    With the help of Radillo's research on the chain's location and history, the weapon is safely removed.

    Per hour, discard kukri to explore and encounter Wood Golem. Banish Liquid Courage to avoid BYA.

    Combat 18 w/ chain (reloading tonic), mindscape: 1d10 + 1d8 + 10 + 1d4 ⇒ (5) + (8) + 10 + (4) = 27 - defeated

    Discard Master of Masters to explore, encounter Haunt.

    Dip 13 (8+5) w/ banished Elixir of Focus: 1d6 + 2 + 1d10 + 4 ⇒ (1) + 2 + (7) + 4 = 14 - defeated, heal Master of Masters

    Excavating the chain disturbs the rest of a golem and spook, but Quinn corners them and chases them off the grounds.

    Banish Elixir of Healing to fully heal. EOT examine of Ossuary: Sable Company Leathers (armor 3).

    Quinn wrote:

    Hand: Silver War Paint, The Publican, The Carnival, Glamered Leather Armor, Slick Leather, Keen Spiked Chain 2, Zellara, Humanbane Rapier,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 6
    "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?: Y
    Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)

    Top card of Ossuary is Sable Company Leathers.


    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: 6-5D: An Unwelcome Reunion

  • Harrow suit: Hammers
    SETUP:
  • Add the Perils wildcard Hostile.
  • Before building the locations, search the vault for Undead monsters, shuffle them together, and deal 2 of them into each location. When you deal the usual monsters into the locations, use the remaining undead monsters before taking monsters from the vault.

    STORY BANES:

  • Danger: Lich (Travazai)
  • Villain: Lich (Travazai)-Proxy V1
  • Closing Henchmen: Castothrane, Knurlott, Lashton, Vampire, Mummy, Wights-Proxy A

    DURING THIS SCENARIO:

  • Before you attempt to close or guard a location, discard the top card of your deck.
  • Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    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.

    Monster 3
    Spoiler:
    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.

    Monster 4
    Spoiler:
    Enormous Reefclaw
    Monster 3

    Traits
    Aberration
    Aquatic

    Check
    Combat
    19

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

    Monster 5
    Spoiler:
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    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.

    Barrier 2
    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 3
    Spoiler:
    Symbol Of Insanity
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

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

    Barrier 4
    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 5
    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.

    Random Weapons:
    Weapon 1
    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 2
    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 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:
    Verminbane Warhammer
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    14

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

    Weapon 5
    Spoiler:
    Dragonbane Greatsword
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    14

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

    Random Spells:
    Spell 1
    Spoiler:
    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:
    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 3
    Spoiler:
    Divine Fortune
    Spell 3

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display. While displayed:
    • On local checks, add 1d6.
    • At the start of your turn, banish.

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

    Spell 4
    Spoiler:
    Clairvoyance
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

    Powers
    Banish to examine the top 3 cards of any location; return them in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Spell 5
    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.

    Random Armors:
    Armor 1
    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 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:
    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:
    Shoanti Barbarian Hide
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 5
    Spoiler:
    Bearskin Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Random Items:
    Item 1
    Spoiler:
    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:
    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:
    Red Mantis Mask
    Item 3

    Traits
    Accessory
    Magic
    Deity: Achaekek
    Red Mantis

    Check
    Constitution
    Fortitude
    8

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

    Item 4
    Spoiler:
    Fireball Beads
    Item 4

    Traits
    Accessory
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    9

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

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

    Item 5
    Spoiler:
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Nightspear
    Ally 4

    Traits
    Outsider
    Agathion
    Healing

    Check
    Wisdom
    Survival
    11
    OR
    Divine
    9

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

    Ally 2
    Spoiler:
    Ausio Carowyn
    Ally 3

    Traits
    Loot
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    7
    OR
    Banish A Weapon
    0

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

    Ally 3
    Spoiler:
    Acadamae Scholar
    Ally 3

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    10
    OR
    Charisma
    Diplomacy
    14

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

    Ally 4
    Spoiler:
    Landshark Whelp
    Ally 4

    Traits
    Aberration

    Check
    Wisdom
    Survival
    9

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

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

    Ally 5
    Spoiler:
    Aerilaya
    Ally 5

    Traits
    Undead
    Banshee
    Barbarian

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury A Weapon
    0

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 2
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

    On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Blessing 3
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessing 4
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Blessing 5
    Spoiler:
    The Desert
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Turn: 6 Valaros/Katlyn99

    Top of Blessing Discard Pile: Achaekek’s Claws - When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card.

    Top Blessing:
    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.


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

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 2 (Turn 8 Alahazra)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Blessings Deck Card 3 (Turn 9 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 4 (Turn 10 Quinn)
    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.

    Blessings Deck Card 5 (Turn 11 Valaros)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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

    Blessings Deck Card 6 (Turn 12 Radillo)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Blessings Deck Card 7 (Turn 13 Alahazra)
    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 8 (Turn 14 Flenta)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 9 (Turn 15 Quinn)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 10 (Turn 16 Valaros)
    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 11 (Turn 17 Radillo)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 12 (Turn 18 Alahazra)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 13 (Turn 19 Flenta)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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

    Blessings Deck Card 14 (Turn 20 Quinn)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Blessings Deck Card 15 (Turn 21 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 16 (Turn 22 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 17 (Turn 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 18 (Turn 24 Flenta)
    Spoiler:
    The Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 19 (Turn 25 Quinn)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 20 (Turn 26 Valaros)
    Spoiler:
    The Fiend
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

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

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

    Blessings Deck Card 21 (Turn 27 Radillo)
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

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

    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.

    Blessings Deck Card 22 (Turn 28 Alahazra)
    Spoiler:
    The Hidden Truth
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you examine cards this turn, heal 1d4-1 cards.

    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.

    Blessings Deck Card 23 (Turn 29 Flenta)
    Spoiler:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Ignore cards’ before acting powers.

    On a local check, bury to bless twice.
    Discard to explore.

    Blessings Deck Card 24 (Turn 30 Quinn)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

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

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

    Lair
    Traits: Underground, Wild
    At This Location: The difficulty to defeat story banes is increased by 2.
    When Closing: Succeed at a Strength or Melee 5+# check.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:1
    Located here: Val, Flenta

    Lair Card 1:
    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.

    Lair Card 2:
    Castothrane
    Story Bane Monster 5

    Traits
    Undead
    Skeleton

    Check
    Combat
    26

    Powers
    Immune to Cold, Mental and Poison. Resistant to Attack and Fire. Vulnerable to Bludgeoning.
    Before acting, suffer 1d4 Fire damage, then a random other character summons and encounters the story bane Wraith.
    If undefeated, move to a random other location and bury 1d4 random cards from your discards.

    Lair Card 3:
    Manananggal
    Monster 5

    Traits
    Undead

    Check
    Combat
    20
    THEN
    Combat
    20

    Powers
    Immune to Mental and Poison.
    Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
    If undefeated, suffer the scourge Drained.

    Lair Card 4:
    Speed Battleaxe
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    14

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

    Lair 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.

    Lair Card 6:
    Magic Spiked Full Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

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

    Lair Card 7:
    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.

    Lair Card 8:
    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.

    Lair Card 9:
    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.

    Ossuary
    Traits: Sacred, Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M:3 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Quinn
    Notes: Create Mindscape displayed

    Ossuary Card 1 - Sable Company Leathers:
    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.

    Ossuary Card 2:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Ossuary Card 3:
    Rajambari
    Monster 3

    Traits
    Undead
    Skeleton

    Check
    Combat
    17

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, each local character suffers 1 Combat damage.

    Ossuary Card 4:
    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.

    Ossuary Card 5:
    Knurlott
    Story Bane Monster 5

    Traits
    Undead
    Skeleton

    Check
    Combat
    14
    THEN
    Combat
    18

    Powers
    Immune to Acid, Cold, Electricity, Mental, and Poison.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage.
    When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.

    Ossuary Card 6:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    11

    Powers
    Display. While displayed:
    • For your combat checks, you may use Arcane + 3d6.
    • At the end of your turn, banish.

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

    Ossuary Card 7:
    Ember Ghoul
    Monster 5

    Traits
    Undead
    Ghoul
    Fire

    Check
    Combat
    20

    Powers
    Immune to Fire, Mental, and Poison.
    Vulnerable to Cold.
    After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.

    Ruin
    Traits: Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M:4 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1

    Ruin 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.

    Ruin Card 2:
    Red Mantis Ambush
    Barrier 4

    Traits
    Skirmish
    Red Mantis

    Check
    None
    0

    Powers
    Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
    Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.

    Ruin 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.

    Ruin Card 4:
    Banshee
    Monster 5

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    21

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

    Ruin Card 5:
    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.

    Ruin Card 6:
    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.

    Ruin Card 7:
    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.

    Ruin Card 8:
    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.

    Ruin Card 9:
    Lashton
    Story Bane Monster 5

    Traits
    Undead
    Skeleton

    Check
    Combat
    18
    THEN
    Combat
    21

    Powers
    Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
    Before acting, each character may summon and encounter the story bane Ancient Skeleton. The difficulty to defeat this monster is increased by twice the number of characters who did not defeat an Ancient Skeleton.

    Ruin Card 10:
    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.

    Ruin Card 11:
    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.

    Ruin Card 12:
    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.

    Crypt
    Traits: Sacred, Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M:5 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Al,
    Notes: Create Mindscape displayed

    Crypt Card 1 - Ash Giant:
    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.

    Crypt Card 2:
    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.

    Crypt Card 3:
    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.

    Crypt Card 4:
    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.

    Crypt Card 5:
    Lich
    Story Bane Monster 3

    Traits
    Undead
    Lich
    Veteran

    Check
    Combat
    12+##
    THEN
    Combat
    11+##

    Powers
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.

    Crypt Card 6:
    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.

    Crypt Card 7:
    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.

    Crypt Card 8:
    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.

    Crypt Card 9:
    Fury Devil
    Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    23

    Powers
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
    If undefeated, each local character suffers 1d4 Force damage.

    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:5 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1

    Dungeons Card 1:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Dungeons Card 2:
    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.

    Dungeons Card 3:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Dungeons Card 4:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Dungeons Card 5:
    Ogre
    Monster 0

    Traits
    Giant
    Ogre
    Veteran

    Check
    Combat
    12+##

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

    Dungeons Card 6:
    Mummy
    Story Bane Monster 2

    Traits
    Undead
    Mummy
    Veteran

    Check
    Combat
    14+##

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.

    Dungeons Card 7:
    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.

    Dungeons Card 8:
    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.

    Dungeons Card 9:
    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.

    Dungeons Card 10:
    Fangs Of Diomazul
    Barrier 3

    Traits
    Trap
    Construct

    Check
    Dexterity
    Acrobatics
    Disable
    Stealth
    11

    Powers
    If undefeated, display this barrier at your location. While displayed, at this location:
    • When you explore, suffer 1d4 Combat damage.
    • For your first exploration of your turn, you may encounter this barrier.
    • When this location is closed, banish this barrier.

    Dungeons Card 11:
    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.

    Dungeons Card 12:
    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.

    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:5 Ba:2 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1

    Oubliette 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.

    Oubliette Card 2:
    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.

    Oubliette Card 3:
    The Savored Sting
    Blessing 3

    Traits
    Deity: Calistria
    Divine

    Check
    Charisma
    Divine
    8

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

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

    Oubliette Card 4:
    Venomous Dagger
    Weapon 3

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    11

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

    Oubliette Card 5:
    Traitor
    Monster 1

    Traits
    Human
    Spy
    Veteran

    Check
    Combat
    9+##

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

    Oubliette Card 6:
    Dispelling Mist
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Dexterity
    Disable
    12
    OR
    Arcane
    Divine
    15

    Powers
    If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
    • At the start and end of your turn, recharge a random Magic boon.
    • When this location is closed, banish this barrier.

    Oubliette Card 7:
    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.

    Oubliette Card 8:
    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 9:
    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.

    Oubliette Card 10:
    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.

    Oubliette Card 11:
    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.

    Oubliette Card 12:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    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:2 Ba:2 W:1 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
    Located here: Rad

    Pits Card 1 - Voidglass Armor:
    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.

    Pits Card 2:
    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.

    Pits Card 3:
    Guardian Zombie
    Monster 2

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    11+##

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

    Pits Card 4:
    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.

    Pits Card 5:
    Wight
    Story Bane Monster 1

    Traits
    Undead
    Wight
    Veteran

    Check
    Knowledge
    6+#
    OR
    Combat
    10+##

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

    Pits Card 6:
    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.

    Pits Card 7:
    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.

    Pits Card 8:
    Madness Mist Trap
    Barrier 3

    Traits
    Cache
    Lock
    Trap
    Magic

    Check
    Disable
    8
    OR
    Fortitude
    10

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

    Pits Card 9:
    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.

    Pits Card 10:
    Red Mantis Initiate
    Monster 2

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    10+##
    OR
    Wisdom
    5+#

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

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

    Base Card 1:
    Jayna Lemore
    Supporter 3

    Traits
    Human
    Paladin

    Check
    NONE
    0

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

    Base Card 2:
    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 3:
    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 4:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

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

    Base Card 5:
    Pathfinder 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 6:
    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.


  • Deck Handler

    OFF-TURN ACTIONS: Reload Surgeon for Flenta
    Hourglass Discard: Achaekek’s Claws
    WHEN THIS IS THE HOUR: Before acting against a story bane monster, draw 1 card then discard 1 card.

    Explore: Obsession Of Battle
    Discard BoAngradd to bless twice
    Wisdom 11: 3d6 ⇒ (3, 4, 4) = 11

    End of turn action - recharge evangelist

    "

    Valeros wrote:

    Hand: Flaming Longsword +3, Greatclub +3, Soldier (Core), Surgeon, Retriever,

    Displayed:
    Deck: 15 Discard: 1 Buried: 0
    Current Location: Lair
    Hero Points Available: 5/6
    Hero Points used: 1
    Reroll Used: No
    NOTES:
    Available Support: Feel free to recharge/reload a weapon/armor/ally to add a 1d6 to a local combat check (3 available, keeping one weapon in hand).
    Other: I can avenge by discarding. 1 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Breakaway Spear, Frost Lance +2, Ukwar Axe (Loot), Blessing of Abadar, Belt of Physical Might (Curse), Ring of Stony Flesh, Spirit Sword, Silken Ceremonial Armor, Angelic Armor (Loot), Hat of Glamour, Fortified Breastplate
    Recharged: Blessing of Shizuru, Blackjack’s Rapier, Viking Shieldmaster, Evangelist,
    Discard Pile: Blessing of Angradd,
    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

    Forgot to attempt recovery for Chain Lightning last turn:
    Arcane 13: 1d10 + 7 ⇒ (10) + 7 = 17 recharged

    Sands of the Hour
    When this is the hour: No effect.
    Move to Dungeons

    Explore:

    Warband:
    Barrier 1
    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Summon and encounter a random monster:
    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.


    Freely display Embiggen. Draw Chain Lightning from bottom of deck. Display Chain Lightning. Vulnerable to Attack. Binder's Tome. +2 difficulty for location power.
    Combat 10-4+2=8: 1d12 + 7 + 3d10 + 1d8 ⇒ (8) + 7 + (5, 8, 6) + (4) = 38 defeated by >4
    Combat 11-4+2=9: 1d12 + 7 + 3d10 + 1d8 ⇒ (9) + 7 + (3, 9, 9) + (2) = 39 success
    Combat 12-4+2=10: 1d12 + 7 + 3d10 + 1d8 ⇒ (7) + 7 + (9, 6, 1) + (4) = 34 defeated & banished
    Display Steal Soul. Warband defeated.

    Radillo is enveloped by a swarm of bloodbugs but they are the perfect targets for her chain lightning.

    Discard Sable Company Marine and recharge Cleric of Nethys from discard. Explore:

    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.

    Use Chain Lightning. Draw Cleric of Nethys from bottom of deck. Steal Soul & Binder's Tome add d8s. Vulnerable to Magic. +2 difficulty for location power.
    Combat 21-4+2=19: 1d12 + 7 + 3d10 + 2d8 ⇒ (11) + 7 + (7, 3, 8) + (2, 1) = 39 defeated & banished

    A gargoyle foolishly swoops in to finish Radillo off after the swarm but it is caught in the arcs of lightning as well.

    Discard Cleric of Nethys and recharge Sable Company Marine from discards. Examine top 2 and encounter 1: Skeleton (Monster 0) and The Rakshasa (Blessing 1). Encounter:

    The Rakshasa:
    Blessing 1
    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Arcane 4+5=9: 1d12 + 7 + 1d8 ⇒ (6) + 7 + (5) = 18 acquired

    Discard The Rakshasa to explore:

    Skeleton:
    Monster 0
    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Use CL and draw Sable Compay Marine from bottom of deck, SS adds a d8.
    Combat 10+##=2=22: 1d12 + 7 + 3d10 + 1d8 ⇒ (12) + 7 + (9, 3, 6) + (5) = 42 defeated & banished

    Radillo continues to spin an orb of chain lightning around herself. A skeleton is caught in the arcing power and its dry bones are charred.

    Discard Sable Company Marine & recharge CoN from discards. Explore:

    Ogre:
    Monster 0
    Traits
    Giant
    Ogre
    Veteran

    Check
    Combat
    12+##

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

    Use CL & draw CoN from bottom of deck. BT & SS.
    Combat 12+##+2=24: 1d12 + 7 + 3d10 + 2d8 ⇒ (4) + 7 + (4, 7, 4) + (3, 7) = 36 defeated

    A massive ogre thunders its way through the dungeon. Radillo directs the orb toward it and it is caught in the debilatating electrical energy.

    Discard CoN and recharge SCM. Examine 2 and encounter 1: Mummy (Story Bane Monster 2) and Firepelt Cougar (Ally 4). Encounter:

    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.

    Use Arcane in place of listed skill. BT & SS add d8s.
    Diplomacy (Arcane) 12: 1d12 + 7 + 2d8 ⇒ (10) + 7 + (7, 4) = 28 acquired

    She pauses for a moment to contemplate the curiosity of a cougar in a dungeon. The animal seemingly bears her no ill will so she uses a slight bit of mental manipulation to direct its ferocious attack toward a shambling mummy.

    Discard Firepelt Cougar and recharge CoN. Explore:

    Mummy:
    Story Bane Monster 2
    Traits
    Undead
    Mummy
    Veteran

    Check
    Combat
    14+##

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Fire.
    If undefeated, bury your discards and suffer the scourge Wounded.

    Use CL & draw CoN from bottom of deck. SS adds a d8.
    Combat 14+##+2=26: 1d12 + 7 + 3d10 + 1d8 ⇒ (10) + 7 + (4, 4, 7) + (3) = 35 defeated
    Attempt to close location by summoning and encountering Travazai (the Danger). Discard Salvator Scream from top of deck.
    Lich:
    Story Bane Monster 3

    Traits
    Undead
    Lich
    Veteran

    Check
    Combat
    12+##
    THEN
    Combat
    11+##

    Powers
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.

    Disintegrate to recovery & draw SCM from bottom of deck. SS adds 1d8.
    Combat 12+##+2=24: 1d12 + 7 + 4d10 + 1d8 ⇒ (2) + 7 + (3, 3, 9, 9) + (7) = 40 success
    Punch the lich, recharging SCM to add 4, discard Blessing of the Master of Masters to add a die, SS & Belt of Physical Might add d8s.
    Combat 11+##+2=23: 2d10 + 4 + 2d8 ⇒ (5, 5) + 4 + (4, 6) = 24 defeated
    Dungeons closed.

    The cougar smashes through the mummy and the pair have finally reached the lich. Radillo blasts the necromancer with a disintegrating ray and swings a kick toward the fiend only to see Travazai disappear before her eyes. Did the lich set up decoys to distract the group?

    End turn. Attempt recovery with Steal Soul adding d4s:
    Disintegrate: Arcane 16: 1d10 + 7 + 1d4 ⇒ (9) + 7 + (2) = 18 -> Disintegrate recharged.
    Embiggen: Arcane 10: 1d12 + 7 + 1d8 ⇒ (7) + 7 + (2) = 16 -> Embiggen recharged.
    Chain Lightning: Arcane 13: 1d10 + 7 + 1d4 ⇒ (1) + 7 + (4) = 12 -> Chain Lightning discarded.

    Discard Belt and reset hand.

    Radillo wrote:

    Hand: Channel the Gift, Fire Snake, Binder's Tome, Sand Elemental, Cleric of Nethys, The Foreign Trader, Pharasma's Knowing (Loot),

    Displayed: Steal Soul (Loot),
    Deck: 9 Discard: 7 Buried: 0
    Current Location: Dungeons
    Hero Points: 9
    NOTES:
    Available Support: Blessings 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 5C?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Magical Mansion, Death's Touch
    Recharged: Spellbook, Acadamae Scholar, Bound Imp, Cloudburst, Sable Company Marine (acquired), Disintegrate, Embiggen,
    Discard Pile: Firepelt Cougar (acquired), Wand of Enervation, The Rakshasa (acquired), Blessing of the Master of Masters, Salvator Scream, Chain Lightning, Belt of Physical Might (acquired),
    Buried Pile:

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

    Favored Card: Spell or Ally
    Hand Size: 6 ☑ 7 ☐ 8
    Proficiencies:
    Mental
    POWERS: Puppet Master (Role Card)
    When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ( [X] or an ally), you may put it on top of your deck ( [X] or add it to your hand).
    When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
    You automatically succeed at your check to recharge ( ☐ or acquire) a boon that has the Mental trait.
    [X] When 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's Deck Manager

    Radillo should have discarded Binder's Tome for the BA Combat damage from the Ogre. The rest of the checks using BT were successful without it so the rest of the turn remains.

    When Dungeons closed, Rad will move to the Base and draw # cards, taking and displaying Moise. Then heal a random card: Chain Lightning. Updated Hand now that deck was shuffled:

    Radillo wrote:

    Hand: Fire Snake, Channel the Gift, Cloudburst, Disintegrate, Sand Elemental, Cleric of Nethys, Acadamae Scholar,

    Displayed: Steal Soul (Loot), Moise (Supporter),
    Deck: 9 Discard: 7 Buried: 0
    Current Location: Base
    Hero Points: 9
    NOTES:
    Available Support: When any local character attempts a check to defeat a monster, Radillo can recharge an ally to reduce the difficulty of that check by 1 plus the adventure deck number of the recharged ally (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 5C?: N


    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: 6-5D: An Unwelcome Reunion

  • Harrow suit: Hammers
    SETUP:
  • Add the Perils wildcard Hostile.
  • Before building the locations, search the vault for Undead monsters, shuffle them together, and deal 2 of them into each location. When you deal the usual monsters into the locations, use the remaining undead monsters before taking monsters from the vault.

    STORY BANES:

  • Danger: Lich (Travazai)
  • Villain: Lich (Travazai)-Proxy V1
  • Closing Henchmen: Castothrane, Knurlott, Lashton, Vampire, Mummy, Wights-Proxy A

    DURING THIS SCENARIO:

  • Before you attempt to close or guard a location, discard the top card of your deck.
  • Hostile: When you fail a check to acquire, to close, or to guard, suffer combat damage as if the check were to defeat a monster.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    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:
    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 3
    Spoiler:
    Gray Maiden Footsoldier
    Monster 2

    Traits
    Human
    Fighter
    Gray Maiden
    Veteran

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

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

    Monster 4
    Spoiler:
    Xenarth
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    24

    Powers
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.

    Monster 5
    Spoiler:
    Corpse Lotus
    Monster 5

    Traits
    Plant
    Veteran

    Check
    Combat
    22

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

    Powers
    When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
    If undefeated, suffer the scourge Exhausted.
    If defeated, you may examine the top 2 cards of your location.

    Barrier 2
    Spoiler:
    Crematory Blast
    Barrier 5

    Traits
    Trap
    Fire
    Undead

    Check
    Intelligence
    Perception
    10
    OR
    Constitution
    Fortitude
    12

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

    Barrier 3
    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 4
    Spoiler:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

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

    Barrier 5
    Spoiler:
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Dragonbane Greatsword
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    14

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

    Weapon 2
    Spoiler:
    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:
    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:
    Wounding Spear-axe
    Weapon 3

    Traits
    Axe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    11

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

    Random Spells:
    Spell 1
    Spoiler:
    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:
    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:
    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:
    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 5
    Spoiler:
    Divine Fortune
    Spell 3

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display. While displayed:
    • On local checks, add 1d6.
    • At the start of your turn, banish.

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

    Random Armors:
    Armor 1
    Spoiler:
    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 2
    Spoiler:
    Corpse Plate
    Armor P3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

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

    Armor 3
    Spoiler:
    Shoanti Barbarian Hide
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 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:
    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.

    Random Items:
    Item 1
    Spoiler:
    Red Mantis Mask
    Item 3

    Traits
    Accessory
    Magic
    Deity: Achaekek
    Red Mantis

    Check
    Constitution
    Fortitude
    8

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

    Item 2
    Spoiler:
    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 3
    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 4
    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 5
    Spoiler:
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Acadamae Scholar
    Ally 3

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    10
    OR
    Charisma
    Diplomacy
    14

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

    Ally 2
    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 3
    Spoiler:
    Cerulean Mastermind
    Ally 3

    Traits
    Human
    Aristocrat
    Rogue

    Check
    Charisma
    Diplomacy
    Stealth
    12

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

    Ally 4
    Spoiler:
    Lyrune-quah Truthspeaker
    Ally 4

    Traits
    Human
    Oracle
    Respect

    Check
    Charisma
    Diplomacy
    Divine
    12
    OR
    Recharge A Respect Boon
    0

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

    Ally 5
    Spoiler:
    Jasan Adriel
    Ally 4

    Traits
    Human
    Spy

    Check
    Charisma
    Diplomacy
    11
    OR
    Knowledge
    10

    Powers
    On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    This exploration, when you would encounter a story bane, another local character may encounter it instead.

    Random Blessings:
    Blessing 1
    Spoiler:
    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 2
    Spoiler:
    The Eternal Rose
    Blessing 3

    Traits
    Deity: Shelyn
    Divine

    Check
    Charisma
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster, you may evade it.

    On a Dexterity or Charisma check, freely discard to bless.
    On any check, discard to bless.
    Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.

    Blessing 3
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

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

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

    Blessing 4
    Spoiler:
    The Marriage
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Craft
    4+#

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

    On a local check, discard to bless.
    The character attempting the check may add another local character’s die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.

    Blessing 5
    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.

    Turn: 8 Alahazra/magi210

    Top of Blessing Discard Pile: The Cricket - When this is the hour: When a character moves on their turn, each other local character may move with them.

    Top Blessing:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.


    Blessings Remaining: 22
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 9 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 2 (Turn 10 Quinn)
    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.

    Blessings Deck Card 3 (Turn 11 Valaros)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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

    Blessings Deck Card 4 (Turn 12 Radillo)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Blessings Deck Card 5 (Turn 13 Alahazra)
    Spoiler:
    The Owl
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

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

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

    Blessings Deck Card 6 (Turn 14 Flenta)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 7 (Turn 15 Quinn)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 8 (Turn 16 Valaros)
    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 9 (Turn 17 Radillo)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 10 (Turn 18 Alahazra)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 11 (Turn 19 Flenta)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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

    Blessings Deck Card 12 (Turn 20 Quinn)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Blessings Deck Card 13 (Turn 21 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 14 (Turn 22 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 15 (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 16 (Turn 24 Flenta)
    Spoiler:
    The Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 17 (Turn 25 Quinn)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 18 (Turn 26 Valaros)
    Spoiler:
    The Fiend
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

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

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

    Blessings Deck Card 19 (Turn 27 Radillo)
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

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

    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.

    Blessings Deck Card 20 (Turn 28 Alahazra)
    Spoiler:
    The Hidden Truth
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you examine cards this turn, heal 1d4-1 cards.

    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.

    Blessings Deck Card 21 (Turn 29 Flenta)
    Spoiler:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Ignore cards’ before acting powers.

    On a local check, bury to bless twice.
    Discard to explore.

    Blessings Deck Card 22 (Turn 30 Quinn)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

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

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

    Lair
    Traits: Underground, Wild
    At This Location: The difficulty to defeat story banes is increased by 2.
    When Closing: Succeed at a Strength or Melee 5+# check.
    When Permanently Closed: No effect.
    M:3 Ba:0 W:1 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:1
    Located here: Val, Flenta

    Lair Card 1:
    Castothrane
    Story Bane Monster 5

    Traits
    Undead
    Skeleton

    Check
    Combat
    26

    Powers
    Immune to Cold, Mental and Poison. Resistant to Attack and Fire. Vulnerable to Bludgeoning.
    Before acting, suffer 1d4 Fire damage, then a random other character summons and encounters the story bane Wraith.
    If undefeated, move to a random other location and bury 1d4 random cards from your discards.

    Lair Card 2:
    Manananggal
    Monster 5

    Traits
    Undead

    Check
    Combat
    20
    THEN
    Combat
    20

    Powers
    Immune to Mental and Poison.
    Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
    If undefeated, suffer the scourge Drained.

    Lair Card 3:
    Speed Battleaxe
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    14

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

    Lair 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.

    Lair Card 5:
    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.

    Lair Card 6:
    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.

    Lair Card 7:
    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.

    Lair Card 8:
    Ash Giant Zombie
    Monster 5

    Traits
    Undead
    Zombie

    Check
    Combat
    24

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

    Ossuary
    Traits: Sacred, Urban
    At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
    When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
    When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
    M:3 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Quinn
    Notes: Create Mindscape displayed

    Ossuary Card 1 - Sable Company Leathers:
    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.

    Ossuary Card 2:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Ossuary Card 3:
    Rajambari
    Monster 3

    Traits
    Undead
    Skeleton

    Check
    Combat
    17

    Powers
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.
    Before acting, each local character suffers 1 Combat damage.

    Ossuary Card 4:
    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.

    Ossuary Card 5:
    Knurlott
    Story Bane Monster 5

    Traits
    Undead
    Skeleton

    Check
    Combat
    14
    THEN
    Combat
    18

    Powers
    Immune to Acid, Cold, Electricity, Mental, and Poison.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage.
    When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.

    Ossuary Card 6:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    11

    Powers
    Display. While displayed:
    • For your combat checks, you may use Arcane + 3d6.
    • At the end of your turn, banish.

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

    Ossuary Card 7:
    Ember Ghoul
    Monster 5

    Traits
    Undead
    Ghoul
    Fire

    Check
    Combat
    20

    Powers
    Immune to Fire, Mental, and Poison.
    Vulnerable to Cold.
    After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.

    Ruin
    Traits: Urban
    At This Location: When a monster is undefeated, shuffle a new monster into the location.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: Shuffle a new monster into another location.
    M:4 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1

    Ruin 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.

    Ruin Card 2:
    Red Mantis Ambush
    Barrier 4

    Traits
    Skirmish
    Red Mantis

    Check
    None
    0

    Powers
    Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
    Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.

    Ruin 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.

    Ruin Card 4:
    Banshee
    Monster 5

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    21

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

    Ruin Card 5:
    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.

    Ruin Card 6:
    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.

    Ruin Card 7:
    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.

    Ruin Card 8:
    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.

    Ruin Card 9:
    Lashton
    Story Bane Monster 5

    Traits
    Undead
    Skeleton

    Check
    Combat
    18
    THEN
    Combat
    21

    Powers
    Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
    Before acting, each character may summon and encounter the story bane Ancient Skeleton. The difficulty to defeat this monster is increased by twice the number of characters who did not defeat an Ancient Skeleton.

    Ruin Card 10:
    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.

    Ruin Card 11:
    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.

    Ruin Card 12:
    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.

    Crypt
    Traits: Sacred, Underground
    Urban
    At This Location: The difficulty of checks against Undead banes is increased by 3.
    When Closing: Succeed at a Wisdom or Divine 5+# check.
    When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
    M:5 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Al,
    Notes: Create Mindscape displayed

    Crypt Card 1 - Ash Giant:
    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.

    Crypt Card 2:
    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.

    Crypt Card 3:
    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.

    Crypt Card 4:
    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.

    Crypt Card 5:
    Lich
    Story Bane Monster 3

    Traits
    Undead
    Lich
    Veteran

    Check
    Combat
    12+##
    THEN
    Combat
    11+##

    Powers
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourges Exhausted and Frightened.

    Crypt Card 6:
    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.

    Crypt Card 7:
    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.

    Crypt Card 8:
    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.

    Crypt Card 9:
    Fury Devil
    Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    23

    Powers
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
    If undefeated, each local character suffers 1d4 Force damage.

    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

    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:5 Ba:2 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1

    Oubliette 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.

    Oubliette Card 2:
    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.

    Oubliette Card 3:
    The Savored Sting
    Blessing 3

    Traits
    Deity: Calistria
    Divine

    Check
    Charisma
    Divine
    8

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

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

    Oubliette Card 4:
    Venomous Dagger
    Weapon 3

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    11

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

    Oubliette Card 5:
    Traitor
    Monster 1

    Traits
    Human
    Spy
    Veteran

    Check
    Combat
    9+##

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

    Oubliette Card 6:
    Dispelling Mist
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Dexterity
    Disable
    12
    OR
    Arcane
    Divine
    15

    Powers
    If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
    • At the start and end of your turn, recharge a random Magic boon.
    • When this location is closed, banish this barrier.

    Oubliette Card 7:
    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.

    Oubliette Card 8:
    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 9:
    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.

    Oubliette Card 10:
    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.

    Oubliette Card 11:
    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.

    Oubliette Card 12:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    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:2 Ba:2 W:1 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1

    Pits Card 1 - Voidglass Armor:
    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.

    Pits Card 2:
    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.

    Pits Card 3:
    Guardian Zombie
    Monster 2

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    11+##

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

    Pits Card 4:
    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.

    Pits Card 5:
    Wight
    Story Bane Monster 1

    Traits
    Undead
    Wight
    Veteran

    Check
    Knowledge
    6+#
    OR
    Combat
    10+##

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

    Pits Card 6:
    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.

    Pits Card 7:
    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.

    Pits Card 8:
    Madness Mist Trap
    Barrier 3

    Traits
    Cache
    Lock
    Trap
    Magic

    Check
    Disable
    8
    OR
    Fortitude
    10

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

    Pits Card 9:
    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.

    Pits Card 10:
    Red Mantis Initiate
    Monster 2

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    10+##
    OR
    Wisdom
    5+#

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

    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:
    Jayna Lemore
    Supporter 3

    Traits
    Human
    Paladin

    Check
    NONE
    0

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

    Base Card 2:
    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 3:
    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 4:
    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 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.

  • Scarab Sages

    Deck Handler Oracle

    Turn 8: The Cricket
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    SoT; Examine top two of crypt (Ash Giant, Dire Lion)
    Draw a card: Cleric of Nethys

    Free Explore: Ash Giant
    Play Divine Blaze.

    Create Mindscape and Binder's tome each add 1d4.

    Combat 22: 1d12 + 6 + 3d8 + 1d4 + 1d4 ⇒ (2) + 6 + (2, 1, 2) + (1) + (4) = 18
    Spend hero point to reroll.

    Combat 22: 1d12 + 6 + 3d8 + 1d4 + 1d4 ⇒ (10) + 6 + (4, 3, 4) + (2) + (1) = 30 -> Success

    Discard cleric of Nethys to examine the next three cards. (Dire Lion, Ghost, Icy Prison). Put Icy Prison on top, then ghost, then Dire Lion.

    Explore 2: Icy Prison (Divine 12)
    Reveal tome and use mindscape.
    Divine 12: 1d12 + 6 + 1d4 + 1d4 ⇒ (4) + 6 + (1) + (3) = 14 -> Added to hand.

    End turn, reset hand.

    Recover Divine Blaze 14: 1d12 + 6 + 1d4 + 1d4 ⇒ (8) + 6 + (4) + (3) = 21

    "

    Alahazra wrote:

    Hand: Restorative Touch, Fire Snake, Binders Tome, Holy Javelin, Icy Prison 2, Mist Horn,
    Displayed: Create Mindscape,
    Deck: 10 Discard: 3 Buried: 1
    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: Shirt 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: The Avalanche
    Hour Power:When you suffer damage on your turn, each other local character suffers 1 damage of the same type

    As Val and I continue to explore the lair of the beast, I hear a shuffling of feet behind me.

    Castothrane:

    Story Bane Monster 5
    Traits
    Undead
    Skeleton

    Check
    Combat
    26

    Powers
    Immune to Cold, Mental and Poison. Resistant to Attack and Fire. Vulnerable to Bludgeoning.
    Before acting, suffer 1d4 Fire damage, then a random other character summons and encounters the story bane Wraith.
    If undefeated, move to a random other location and bury 1d4 random cards from your discards.

    Before I have a chance to react, the skeleton launches a nasty fireball AND summons a Wraith which it sends after Val.

    BYA Damage: 1d4 ⇒ 2
    Discard Whip and Flaming longsword since it's resistant to Fire as damage, Val also takes 1 damage

    "Oh yeah, boney? Well, two can play at that game!"
    I quickly Embiggen myself and charge my glaive.

    Combat 28(26+2): 1d12 + 5 + 1d12 + 1 + 1d12 + 1d10 ⇒ (8) + 5 + (3) + 1 + (6) + (9) = 32

    Roll Details:

    Combat - 1d12+5 (1d10+5)
    Shock Glaive +1 - 1d12+1 (1d10+1)
    Recharge - 1d12 (1d8)
    Val's Aid - 1d10 (1d6)

    With Val's aid, I finish off the Lichs henchman.

    Melee 10: 1d12 + 5 + 5 ⇒ (11) + 5 + 5 = 21

    Roll Details:

    Melee - 1d12+5 (1d10+5)
    Spell Power - 5

    Recharge Death's Touch to add 5 to non-Combat check which makes it an auto

    With the Dungeons taken care of I head to base to find my buddy Boors.

    Use Reward to move to base and explore, taking and Displaying Boors. And healing a card

    I quickly pull a chair up next to Rad as we plan our next moves.

    During Revocery, I recharge Volcanic Storm as a NEW SPELL from the Box

    The deck handler really wants me to have the Shock Glaive and Flaming Longsword apparently.

    "

    Flenta wrote:

    Hand: Jorgenfist Spear, Flaming Longsword +3, Shock Glaive +1, Sadomasochism, The Rakshasa,

    Displayed: Boors,
    Deck: 14 Discard: 1 Buried: 0
    Current Location: Base
    Hero Points: 9
    NOTES:
    Other: Paizo reroll used for scenario 6-5D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Legionnaire Chaplain, Death's Touch, Belt of Charging, Enervation, Dwarven Earthbreaker +1, Gem of Physical Prowess, Impervious Fortress Plate, Mountain Pattern Armor, Blessing of Shizuru, Wand of Enervation, Blessing of Angradd, Fireball Beads, Frost Lance +2
    Recharged: Volcanic Storm,
    Discard Pile: Whip of Centipedes,
    Buried Pile:

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

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

    "


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

    Nethys’s Duality. WHEN THIS IS THE HOUR: On your check against a spell, add 1d4.

    Move to Ruin and explore, encounter Wayfinder.

    Wis 10 w/ my carnival: 1d8 + 1 + 1d8 ⇒ (6) + 1 + (8) = 15 - acquired

    Discard Wayfinder to explore, encounter Red Mantis Ambush. Lucky I'm alone...

    Compasses are supposed to provide useful guidance. This one leads innocent travelers into ambushes.

    Per 9 BYA for Mantis Assassin: 1d8 + 3 ⇒ (3) + 3 = 6 - fail

    Difficulty increase?: 1d6 ⇒ 3

    Combat 23 (10+10+3) w/ chain (reloading Zellara), my Publican: 1d10 + 1d8 + 13 + 2d10 ⇒ (7) + (3) + 13 + (10, 6) = 39 - defeated, heal Carnival blessing

    Still hot from the vendetta, another mantis killer waylays Quinn - but he's alert and gets the better of his attacker.

    Display both armors and silver war paint. EOT examine of Ruin: Flanking Attack.

    Quinn wrote:

    Hand: Cerulean Mastermind, Master of Masters, Twitch Tonic (Core), Elixir of Healing, Ambrosia, Keen Spiked Chain 2, Zellara, Humanbane Rapier,

    Displayed: Glamered Leather Armor, Slick Leather, Silver War Paint,
    Deck: 10 Discard: 2 Buried: 0
    Hero Points: 6
    "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?: Y
    Supporters: Chronicler (upgraded), Bodyguard, Moise, Boors (upgraded), Ketrik (upgraded), Lemore (upgraded)

    Top card of Ruin (card 3) is Flanking Attack. Stay away! (Until the location is unoccupied, at least.) Valeros still owes a Wraith fight from Flenta's turn (also 1 fire damage).

    101 to 150 of 1,371 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / [PACS] [Gameday VIII] Year of Rotting Ruins [MorkXII] All Messageboards

    Want to post a reply? Sign in.
    101 to 150 of 209 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

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

    Taking new power with hero point:

    [X] When you defeat a barrier, you may heal a card.

    (Should help w/ reshuffling deck to get alchemical items back.)

    Card upgrades:

    Item 3: 1d1000 ⇒ 465
    Weapon 3: 1d1000 ⇒ 532
    Weapon 4: 1d1000 ⇒ 450
    Ally 4: 1d1000 ⇒ 893

    Also swapping in Naval Hero (level 2) for banished Flensing Jelly.

    Scarab Sages

    Deck Handler Oracle

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

    Spell 4: 1d1000 ⇒ 472 -> Channel the gift
    Item 3: 1d1000 ⇒ 727 -> Mist Horn
    Ally 4: 1d1000 ⇒ 880 -> Harbinger Discple


    Deck Handler

    New power feat: On a local combat ([X] or your Diplomacy) check, you may reload or recharge a weapon or an armor (or an ally) to add 1d4 ( 1d6)(☐1d8).

    Armor 4: 1d1000 ⇒ 38 -> Fortified Breastplate
    Weapon 4: 1d1000 ⇒ 550 -> Frost Lance +2

    Note: 1 hero point used last scenario. Now down to 2 total hero points.


    Radillo's Deck Manager

    Scenario 6-4A Reward:
    Spend Hero Point on Card Feat: Spell [X] 9.
    For the rest of the Adventure Path, after you use the Base's power to recharge cards, you may move or shuffle your deck.

    Deck Upgrade:
    Ally 4: 1d1000 ⇒ 619 Ice Chemist or Salvator Scream
    Spell 4: 1d1000 ⇒ 452 Cloudburst
    Spell 3: 1d1000 ⇒ 89 Magical Mansion
    Item 3: 1d1000 ⇒ 991 Wand of Enervation


    6-4A - Intrigue in Ardis Summary:
    Alahazra (Tier 4, 1XP)
    Hero Point spent on Power feat. Used: 0 Remaining: 7
    Deck Upgrades: Spell 4
    Notes: Feat: ([X] start and/or).

    Flenta (Tier 4, 1XP)
    Hero Point spent on Card feat. Used: 0 Remaining: 7
    Deck Upgrades: Item 4
    Notes: Feat: Item.

    Quinn (Tier 4, 1XP)
    Hero Point spent on Power feat. Used: 0 Remaining: 4
    Deck Upgrades: Item 3
    Notes: Feat: [X] When you defeat a barrier, you may heal a card.

    Radillo (Tier 4, 1XP)
    Hero Point spent on Card feat. Used: 0 Remaining: 7
    Deck Upgrades: Ally 4
    Notes: Feat: Spell [X] 9.

    Valeros (Core) (Tier 4, 1XP)
    Hero Point spent on Power feat. Used: 1 Remaining: 2
    Deck Upgrades: Armor 4
    Notes: Feat: ([X] or your Diplomacy)


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

    Weapon 4 is still available, so I'll switch from item 3 to weapon 4 for upgrade.


    Updated:

    6-4A - Intrigue in Ardis Summary:
    Alahazra (Tier 4, 1XP)
    Hero Point spent on Power feat. Used: 0 Remaining: 7
    Deck Upgrades: Spell 4
    Notes: Feat: ([X] start and/or).

    Flenta (Tier 4, 1XP)
    Hero Point spent on Power feat. Used: 0 Remaining: 7
    Deck Upgrades: Item 4
    Notes: Feat: [X] You automatically succeed at your check to recharge an item that has the Magic trait.

    Quinn (Tier 4, 1XP)
    Hero Point spent on Power feat. Used: 0 Remaining: 4
    Deck Upgrades: Weapon 4
    Notes: Feat: [X] When you defeat a barrier, you may heal a card.

    Radillo (Tier 4, 1XP)
    Hero Point spent on Card feat. Used: 0 Remaining: 7
    Deck Upgrades: Ally 4
    Notes: Feat: Spell [X] 9.

    Valeros (Core) (Tier 4, 1XP)
    Hero Point spent on Power feat. Used: 1 Remaining: 2
    Deck Upgrades: Armor 4
    Notes: Feat: ([X] or your Diplomacy)


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

    Spend my hero point on a blessing card feat. Card added: The Dance.

    Upgrades:

    Ally 4: 1d1000 ⇒ 430
    Item 2: 1d1000 ⇒ 106

    Scarab Sages

    Deck Handler Oracle

    Spend Hero point on card upgrade Spell. Add heat metal.

    Upgrade Spell 3: 1d1000 ⇒ 942 -> Restorative Touch
    Upgrade Ally 4: 1d1000 ⇒ 849 -> Wayfarer


    Deck Handler

    Spend hero point on skill feat +1 charisma

    Upgrade: Item 2: 1d1 ⇒ 1 --> from Gem of Physical Prowess to Hat of Glamour

    (It's an item to 2 to item 2 upgrade so if someone else needs this upgrade, please skip mine.)


    Radillo's Deck Manager

    Scenario 6-4B Reward:
    Each character gets a hero point. Spend on Power Feat for Hand Size [X] 7
    For the rest of the Adventure Path, when you close a location and move to the Base, you may immediately explore it once.

    Deck Upgrade:
    Spell 3: 1d1000 ⇒ 476 Chain Lightning
    Blessing 3: 1d1000 ⇒ 42 Blessing of Qi Zhong


    Flenta Deck Handler

    Spend Hero point on +1 Strength

    Blessing 3: 1d1000 ⇒ 185 Blessing of Shizuru

    Replacing my banished Unerring weapon with Enervation.
    (Now to work on getting Fiery Glare out of my deck)


    6-4B - Rock and Steel Summary:
    Alahazra (Tier 4, 2XP)
    Hero Point spent on Card feat. Used: 0 Remaining: 7
    Deck Upgrades: Spell 3
    Notes: Card feat: Spell.

    Flenta (Tier 4, 2XP)
    Hero Point spent on Skill feat. Used: 0 Remaining: 7
    Deck Upgrades: Blessing
    Notes: Skill feat: Strength

    Quinn (Tier 4, 2XP)
    Hero Point spent on Card feat. Used: 0 Remaining: 4
    Deck Upgrades: Ally 4
    Notes: Card feat: Blessing

    Radillo (Tier 4, 2XP)
    Hero Point spent on Power feat. Used: 0 Remaining: 7
    Deck Upgrades: Spell 3
    Notes: Power feat: Hand Size [X]7

    Valeros (Core) (Tier 4, 2XP)
    Hero Point spent on Skill feat. Used: 0 Remaining: 2
    Deck Upgrades: Item 2
    Notes: Skill feat: Charisma


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

    Spending hero point on skill feat: +1 to Intelligence

    Card upgrades:

    Item 3: 1d1000 ⇒ 748
    Weapon 4: 1d1 ⇒ 1 - would use for weapon 3, so not a big priority
    Armor 2: 1d1000 ⇒ 81


    Radillo's Deck Manager

    Scenario 6-4C Rewards:
    Spend Hero Point on Skill feat: Intelligence [X] +4
    Pass on the loot card.

    Deck Upgrade:
    Ally 4: 1d1000 ⇒ 424 Salvator Scream
    Item 3: 1d1000 ⇒ 830 Wand of Enervation

    Scarab Sages

    Deck Handler Oracle

    Scenario 4-C Rewards: Item 3 or 4 (used as a 3): 1d1000 ⇒ 689 -> Mist Horn

    Skill feat: Charisma [x]+4


    Flenta Deck Handler

    Spend Hero Point on Card Feat:Item

    Item 3 or 4(used as 3): 1d1000 ⇒ 983
    Weapon 4: 1d1000 ⇒ 229


    Deck Handler

    Weapon 4: 1d1000 ⇒ 765 -> Frost Lance +2

    Hero point spent on Card Feat - Ally

    Adding Viking Shieldmaster to my deck.


    6-4C - Who Needs Sleep? Summary:
    Alahazra (Tier 4, 3XP)
    Hero Point spent on Skill feat. Used: 0 Remaining: 7
    Deck Upgrades: Item 3
    Notes: Skill feat: Charisma+4

    Flenta (Tier 4, 3XP)
    Hero Point spent on Card feat. Used: 0 Remaining: 7
    Deck Upgrades: Item 3
    Notes: Card Feat:Item

    Quinn (Tier 4, 3XP)
    Hero Point spent on Skill feat. Used: 0 Remaining: 4
    Deck Upgrades: Item 3
    Notes: Skill feat: Intelligence

    Radillo (Tier 4, 3XP)
    Hero Point spent on Skill feat. Used: 0 Remaining: 7
    Deck Upgrades: Ally 4
    Notes: Skill feat: Intelligence [X] +4

    Valeros (Core) (Tier 4, 3XP)
    Hero Point spent on Card feat. Used: 0 Remaining: 2
    Deck Upgrades: Weapon 4
    Notes: Card Feat: Ally


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

    For adventure reward, using hero point on weapon feat (Keen Starknife) and upgrading Ketrik supporter.

    Card upgrades:

    Item 2: 1d1000 ⇒ 575 - Liquid Courage
    Armor 2: 1d1000 ⇒ 806 - Glamered Armor


    Radillo's Deck Manager

    Scenario 6-4D Rewards:
    Spend Hero Point on Card Feat (see adventure reward below): Spell [X] 10
    Not interested in loot card.

    Adventure 4 Reward:
    Gain supporter feat for Ketrick: "[X] You may bury to draw 3 new armors, then banish 2 of them."
    Each character chooses a type of feat and increases their maximum number of that feat type to their tier + 1: Increase Card Feats to tier +1.

    Deck Upgrade:
    Blessing 1: 1d1000 ⇒ 283 The Foreign Trader
    Item 3: 1d1000 ⇒ 6 Wand of Enervation
    Item 2: 1d1000 ⇒ 361 Ring of Protection

    Add Lightning Bolt (Spell 2) to fill empty Spell slot.

    Scarab Sages

    Deck Handler Oracle

    4-6D Rewards:
    Supporter feat: □ You may bury to allow a local character to ignore a card's before or after acting power.

    Spend hero point on Power feat.
    ☐ You may recharge a spell to evade a barrier you encounter (+1 ma power feat)

    No upgrades, loot armor doesn't suit Al.


    Deck Handler

    Spend hero point on skill feat (charisma)

    Deck upgrade Armor 2: 1d1000 ⇒ 465
    Chainmail (core) --> Magic Full Plate (core)

    If third supporter feat: Feat on Jayna


    Flenta Deck Handler

    Armor 3: 1d1000 ⇒ 608
    Replace Wolfhide Armor with Mountain Pattern Armor
    Spell 3: 1d1000 ⇒ 434

    I'll also take the Armor if nobody else wants it.

    Spend Hero point on You automatically succeed at your check to recharge (☑ or acquire) an item that has the Magic trait.

    I'll Rally Ketrik because why not!


    Deck Handler

    Roll off for Armor Loot
    1d1000 ⇒ 995

    Also, swapping Lady of Valor (loot blessing) out of my deck and putting my blessing of gorum back in.


    Flenta Deck Handler

    Remind me never to get in gambling match with Val ever again...

    Loot Armor: 1d1000 ⇒ 29


    6-4D - The Tigers' Den Summary:
    Alahazra (Tier 4, 4XP)
    Hero Point spent on Power feat. Used: 0 Remaining: 7
    Deck Upgrades: none
    Notes: Feat: [X] You may recharge a spell to evade a barrier you encounter. Supporter feat: Jayna.

    Flenta (Tier 4, 4XP)
    Hero Point spent on Power feat. Used: 0 Remaining: 7
    Deck Upgrades: Armor 3
    Notes: Feat: ([X] or acquire). Supporter feat: Ketrik.

    Quinn (Tier 4, 4XP)
    Hero Point spent on Card feat. Used: 0 Remaining: 4
    Deck Upgrades: Item 2
    Notes: Feat: Weapon. Supporter feat: Ketrik.

    Radillo (Tier 4, 4XP)
    Hero Point spent on Card feat. Used: 0 Remaining: 7
    Deck Upgrades: Blessing 1
    Notes: Feat: Spell [X] 10. Supporter feat: Ketrik.

    Valeros (Core) (Tier 4, 4XP)
    Hero Point spent on Skill feat. Used: 0 Remaining: 2
    Deck Upgrades: Armor 2
    Notes: Feat: Charisma. Supporter feat: Jayna.


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

    Hero point banked.

    Card upgrades:

    Item 2: 1d1000 ⇒ 941
    Item 3: 1d1000 ⇒ 312


    Deck Handler

    Hero point saved.

    card upgrade:
    Armor 3: 1d1000 ⇒ 515 Champion's Do-Maru -> Mountain Pattern Armor
    Ally 3: 1d1000 ⇒ 253 Retriever -> Legionnaire Chaplain


    Flenta Deck Handler

    Spell 3: 1d1 ⇒ 1

    I only want this if none of the other Spell people need it.

    Bank the Hero Point.

    Scarab Sages

    Deck Handler Oracle

    Bank Hero point. No upgrades for Al.


    Radillo's Deck Manager

    Scenario 1A Reward:
    Hero Point saved.

    Deck Upgrades:
    Spell 4: 1d1000 ⇒ 820 Cloudburst


    1*-A - A Ghostly Welcome Summary:
    Alahazra (Tier 4, 5XP)
    Hero Point saved. Used: 0 Remaining: 8
    Deck Upgrades: none
    Notes:

    Flenta (Tier 4, 5XP)
    Hero Point saved. Used: 0 Remaining: 8
    Deck Upgrades: Spell 3
    Notes:

    Quinn (Tier 4, 5XP)
    Hero Point saved. Used: 0 Remaining: 5
    Deck Upgrades: Item 2
    Notes:

    Radillo (Tier 4, 5XP)
    Hero Point saved. Used: 0 Remaining: 8
    Deck Upgrades: Spell 4
    Notes:

    Valeros (Core) (Tier 4, 5XP)
    Hero Point saved. Used: 0 Remaining: 3
    Deck Upgrades: Armor 3
    Notes:


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

    Banked the hero point.

    Card upgrades:

    Weapon 4: 1d1000 ⇒ 79
    Item 4: 1d1000 ⇒ 133

    Scarab Sages

    Deck Handler Oracle

    Bank the hero point. Pass on cards.


    Flenta Deck Handler

    Bank Hero Point

    Weapon 4: 1d1000 ⇒ 460
    Item 4: 1d1000 ⇒ 244
    Spell 4: 1d1000 ⇒ 659
    Spell 3: 1d1000 ⇒ 383


    Boon?: 1d20 ⇒ 14

    Scarab Sages

    Deck Handler Oracle

    Boon: 1d20 ⇒ 6


    Deck Handler

    saving hero point.

    item 4: 1d1000 ⇒ 151 Belt of Giant Strength -> Belt of Physical Might (Curse)

    weapon 4: 1d1 ⇒ 1 Shieldsplitter Lance -> Pillaging Mace
    (Decreases my killing power a little for a chance at stealing boon cards from a location. Not an upgrade per se, just a card i want to play around with so its low priority.)

    boon: 1d20 ⇒ 5


    Radillo's Deck Manager

    Scenario 4B Reward:
    Save hero point.
    For the rest of this adventure, at the end of your turn, if your location has 7-# or fewer cards, you may examine the top card of your location.

    Deck Upgrade:
    Spell 4: 1d1000 ⇒ 194 Channel the Gift

    1B Boon: 1d20 ⇒ 8


    1*-B - Death by Dinnerware Summary:
    Alahazra (Tier 5, 0XP)
    Hero Point saved. Used: 0 Remaining: 9
    Deck Upgrades: none
    Notes:

    Flenta (Tier 5, 0XP)
    Hero Point saved. Used: 0 Remaining: 9
    Deck Upgrades: Weapon 4
    Notes:

    Quinn (Tier 5, 0XP)
    Hero Point saved. Used: 0 Remaining: 6
    Deck Upgrades: Weapon 4
    Notes:

    Radillo (Tier 5, 0XP)
    Hero Point saved. Used: 0 Remaining: 9
    Deck Upgrades: Spell 4
    Notes:

    Valeros (Core) (Tier 5, 0XP)
    Hero Point saved. Used: 0 Remaining: 4
    Deck Upgrades: Item 4
    Notes:


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

    With hero point, will take power feat and increase hand size to 8 cards.

    Card upgrades:

    Item 4: 1d1000 ⇒ 12
    Item 2: 1d1000 ⇒ 554

    Boon?: 1d20 ⇒ 4


    Flenta Deck Handler

    Power Feat: "☑ 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."

    Weapon 4: 1d1 ⇒ 1 (Would be weapon 3)
    Spell 3: 1d1000 ⇒ 771
    Blessing 3: 1d1 ⇒ 1(Would be blessing 2)

    (If there happens to be a Spell 4 left over, I'll gladly take that, but don't want to roll on Spell 4s since I can't really cast those)

    Boon for the poor Sorceress?: 1d20 ⇒ 12

    Scarab Sages

    Deck Handler Oracle

    Power feat: 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.)

    No card upgrades

    Boon?: 1d20 ⇒ 10


    Deck Handler

    weapon 4: 1d1000 ⇒ 267 shieldsplitter lance (1) -> greatclub (4)
    blessing 3: 1d1000 ⇒ 48 Blessing of Gorum (0) -> Blessing of Shizuru (3)

    Card feat: weapon
    Taking a weapon 3 to fill empty slot - spirit sword

    boon pretty pretty please: 1d20 ⇒ 5


    Radillo's Deck Manager

    Scenario 4C Rewards:
    Select Spell.
    Spend Hero Point on Power Feat: "[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 Upgrades:
    Spell 4: 1d1000 ⇒ 452 Death's Touch
    Blessing 3: 1d1000 ⇒ 745 Blessing of the Qi Zhong
    Item 4: 1d1000 ⇒ 136 Magnetic Grimoire

    4C Boon: 1d20 ⇒ 5


    Boon?: 1d20 ⇒ 15

    1*-C - Society of the Veil Summary:
    Alahazra (Tier 5, 1XP)
    Hero Point spent on Power feat. Used: 0 Remaining: 9
    Deck Upgrades: none
    Notes: Power feat: ([X] Then you may draw a card.).

    Flenta (Tier 5, 1XP)
    Hero Point spent on Power feat. Used: 0 Remaining: 9
    Deck Upgrades: Spell 4
    Notes: Power feat: ([X] or non-combat).

    Quinn (Tier 5, 1XP)
    Hero Point spent on Power feat. Used: 0 Remaining: 6
    Deck Upgrades: Item 4
    Notes: Power feat: Hand size 8.

    Radillo (Tier 5, 1XP)
    Hero Point spent on Power feat. Used: 0 Remaining: 9
    Deck Upgrades: Spell 4
    Notes: Power feat: [X] When another character at your location fails to acquire a boon, you may banish a card to put that boon in your discard pile.

    Valeros (Core) (Tier 5, 1XP)
    Hero Point spent on Card feat. Used: 0 Remaining: 4
    Deck Upgrades: Weapon 4
    Notes: Card feat: Weapon


    1*-C - Society of the Veil (Updated) Summary:
    Alahazra (Tier 5, 1XP)
    Hero Point spent on Power feat. Used: 0 Remaining: 9
    Deck Upgrades: none
    Notes: Power feat: ([X] Then you may draw a card.).

    Flenta (Tier 5, 1XP)
    Hero Point spent on Power feat. Used: 0 Remaining: 9
    Deck Upgrades: Spell 4, Spell 3
    Notes: Power feat: ([X] or non-combat).

    Quinn (Tier 5, 1XP)
    Hero Point spent on Power feat. Used: 0 Remaining: 6
    Deck Upgrades: Item 4
    Notes: Power feat: Hand size 8.

    Radillo (Tier 5, 1XP)
    Hero Point spent on Power feat. Used: 0 Remaining: 9
    Deck Upgrades: Spell 4, Blessing 3
    Notes: Power feat: [X] When another character at your location fails to acquire a boon, you may banish a card to put that boon in your discard pile.

    Valeros (Core) (Tier 5, 1XP)
    Hero Point spent on Card feat. Used: 0 Remaining: 4
    Deck Upgrades: Weapon 4, Blessing 3
    Notes: Card feat: Weapon


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

    Hero point banked. No card upgrades.

    Scarab Sages

    Deck Handler Oracle

    Hero point banks, also no card updates.

    201 to 209 of 209 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post Discussion / [PACS] [Gameday VIII] Year of Rotting Ruins [MorkXII] Discussion All Messageboards

    Want to post a reply? Sign in.