
wkover - Quinn |

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
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.
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. "
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.

BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
Story Banes | Scourges | Loot
During This Scenario: 6-5C: Revisiting the Countess
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 5
Traits
Undead
Check
Combat
22
Powers
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
Monster 3
Traits
Animal
Check
Combat
17
Powers
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Monster 4
Traits
Trigger
Vermin
Veteran
Check
Combat
20
Powers
When examined, suffer 1 Poison damage, then encounter this monster.
Immune to Mental.
If you are at an Underground location, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Poisoned.
Monster 3
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 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.
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 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 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 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 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.
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
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 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
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
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
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 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 4
Traits
Magic
Divine
Attack
Fire
Check
Wisdom
Divine
12
Powers
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
Spell 3
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
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.
Armor 3
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Armor 3
Traits
Heavy Armor
Helm
Gray Maiden
Magic
Check
Constitution
Diplomacy
Fortitude
10
Powers
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Armor 5
Traits
Light Armor
Magic
Check
Constitution
Divine
Fortitude
13
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
• On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Armor 5
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
Survival
14
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
• If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
Armor 5
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Divine
Fortitude
12
Powers
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
Item 3
Traits
Object
Magic
Check
Wisdom
Survival
10
Powers
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Item 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
Traits
Tool
Magic
Gambling
Check
Intelligence
Craft
Disable
10
Powers
Recharge to examine the bottom 3 cards of any character’s deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Item 3
Traits
Liquid
Alchemical
Poison
Check
Intelligence
Craft
9
Powers
Display. While displayed:
• On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Item 3
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
12
Powers
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Ally 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 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
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
Traits
Human
Spy
Check
Charisma
Diplomacy
11
OR
Knowledge
10
Powers
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
Ally 3
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.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Blessing 1
Traits
Suit: 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 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 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.
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
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.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessing 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.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 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.
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.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 2
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessing 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.
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.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 3
Traits
Deity: 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.
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 3
Traits
Deity: Gorum
Divine
Check
Divine
Melee
Ranged
8
Powers
WHEN THIS IS THE HOUR
On your combat check, you may reveal any number of weapons; for each, add 1.
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Blessing 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
Traits
Deity: Desna
Divine
Check
Wisdom
Divine
Perception
8
Powers
WHEN THIS IS THE HOUR
When you play a blessing, you may give a card to any character.
On any check, freely discard to reroll.
Discard to move, then explore.
Blessing 3
Traits
Deity: 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.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessing 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.
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 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.
Monster 1
Traits
Halfling
Wizard
Veteran
Check
Combat
10+##
OR
Intelligence
Arcane
7+#
Powers
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Monster 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.
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.
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.
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.
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.
Monster 3
Traits
Outsider
Rakshasa
Check
Combat
11
Powers
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
Monster 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.
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.
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.
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.
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.
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.
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.
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.
Barrier 5
Traits
Curse
Task
Undead
Check
Intelligence
Perception
13
OR
Wisdom
11
Powers
If undefeated, display this barrier.
While displayed:
• When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
• When a power would remove 1 of your scourges, you may instead banish this barrier.
Monster 3
Traits
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.
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.
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.
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 1
Traits
Cache
Veteran
Check
Intelligence
Knowledge
7+#
Powers
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
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.
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.
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.
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
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.
Weapon 4
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Weapon 3
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
11
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Item 4
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Ally 3
Traits
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.
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.
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
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
Item 5
Traits
Accessory
Fire
Magic
Veteran
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
Item 4
Traits
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.
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.
Spell 3
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
11
Powers
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Spell 3
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
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.
Spell 5
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Wisdom
Arcane
Divine
12
Powers
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
Spell 5
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.
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.
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.
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,
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.
Ally 4
Traits
Human
Skald
Respect
Check
Charisma
Diplomacy
11
OR
Summon And Defeat A Barrier
0
Powers
Display. While displayed:
• On all Strength and Acrobatics checks, add 1d6.
• At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Ally 4
Traits
Animal
Mount
Check
Wisdom
Survival
11
Powers
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
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.
Item 4
Traits
Accessory
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
9
Powers
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
Item 4
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.

Valeros - Katlyn99 |

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
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.
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:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☑ +1 ☑ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Armor Weapon
POWERS:
On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
☑ When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)

Radillo - WilderRedbeard |

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:
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.
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:
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.
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.
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
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:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence + 3
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma + 3
Favored Card: Spell or Ally
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Mental
POWERS: Puppet Master (Role Card)
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ( [X] or an ally), you may put it on top of your deck ( [X] or add it to your hand).
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ( ☐ or acquire) a boon that has the Mental trait.
[X] When another character at your location ( ☐ or at any location) fails to acquire a boon, you may banish a card to put that boon in your discard pile.
[X] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ( ☐ or shuffle it into your deck).
☐ If you play a spell to evade a bane, you may put the bane on top of its deck.
[X] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ( ☐ 2) plus the adventure deck number of the recharged ally, if any.
Turn Summary:[/b]
Card 7 banished, siege deck shuffled.

wkover - Quinn |

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

BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
Story Banes | Scourges | Loot
During This Scenario: 6-5C: Revisiting the Countess
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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 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 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
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
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Barrier 4
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
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 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.
Weapon 4
Traits
Loot
Knife
Melee
Ranged
Piercing
Finesse
Magic
Blackjack
Check
Strength
Dexterity
Melee
Ranged
Stealth
11
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character’s combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
Weapon 5
Traits
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
Traits
Loot
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Blackjack
Check
Strength
Acrobatics
Melee
13
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
Weapon 3
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 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.
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 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 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 0
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
6
Powers
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Divine
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.
Armor 4
Traits
Shield
Offhand
Piercing
Respect
Magic
Check
Constitution
Fortitude
Melee
Survival
11
Powers
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 3
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Armor 3
Traits
Heavy Armor
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 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
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.
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 3
Traits
Instrument
Magic
Check
Constitution
Charisma
10
Powers
When a local character encounters a monster, display at your location.
While displayed:
• When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
• At the start of your turn, discard this card; if proficient, recharge it instead.
Item 4
Traits
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
Traits
Loot
Clothing
Magic
Blackjack
Check
Dexterity
Disable
10
OR
Wisdom
Perception
13
Powers
Display. While displayed:
• You may recharge to heal a Blackjack weapon.
• You may recharge to move. You may not use this power during an encounter.
• On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Item P2
Traits
Liquid
Alchemical
Check
Constitution
Divine
Fortitude
7
Powers
Banish or shuffle into another character’s deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Ally 3
Traits
Animal
Check
Wisdom
Survival
12
Powers
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.
Ally 3
Traits
Human
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
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 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 3
Traits
Vermin
Check
Wisdom
Survival
10
OR
Craft
11
Powers
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: 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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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 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.
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
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.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 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.
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.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 2
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessing 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.
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.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 3
Traits
Deity: 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.
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 3
Traits
Deity: Gorum
Divine
Check
Divine
Melee
Ranged
8
Powers
WHEN THIS IS THE HOUR
On your combat check, you may reveal any number of weapons; for each, add 1.
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Blessing 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
Traits
Deity: Desna
Divine
Check
Wisdom
Divine
Perception
8
Powers
WHEN THIS IS THE HOUR
When you play a blessing, you may give a card to any character.
On any check, freely discard to reroll.
Discard to move, then explore.
Blessing 3
Traits
Deity: 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.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessing 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.
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 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.
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.
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.
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.
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.
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 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 1
Traits
Cache
Veteran
Check
Intelligence
Knowledge
7+#
Powers
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Barrier 1
Traits
Curse
Task
Veteran
Check
Intelligence
Perception
4+#
OR
Charisma
Diplomacy
6+#
Powers
The difficulty is increased by the hour’s level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Barrier 5
Traits
Curse
Trap
Magic
Check
Wisdom
13
OR
Arcane
Divine
15
Powers
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
• At the start of your turn, you may encounter this barrier.
• When you would explore, first move to a random other location.
• When this location is closed, banish this barrier.
Monster 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.
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.
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.
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
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.
Weapon 4
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Weapon 3
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
11
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Item 4
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Ally 3
Traits
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.
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.
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
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.
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.
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.
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.
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.
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.
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,
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
Item 5
Traits
Accessory
Fire
Magic
Veteran
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
Item 4
Traits
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.
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.
Spell 3
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
11
Powers
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Spell 3
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
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.
Spell 5
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Wisdom
Arcane
Divine
12
Powers
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
Spell 5
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.
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.
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.
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,
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.
Ally 4
Traits
Human
Skald
Respect
Check
Charisma
Diplomacy
11
OR
Summon And Defeat A Barrier
0
Powers
Display. While displayed:
• On all Strength and Acrobatics checks, add 1d6.
• At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Ally 4
Traits
Animal
Mount
Check
Wisdom
Survival
11
Powers
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
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.
Item 4
Traits
Accessory
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
9
Powers
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
Item 4
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.

![]() |

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
"
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.
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.)

BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
Story Banes | Scourges | Loot
During This Scenario: 6-5C: Revisiting the Countess
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 5
Traits
Outsider
Devil
Check
Combat
23
Powers
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
Monster 5
Traits
Undead
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 1
Traits
Animal
Veteran
Check
Combat
11+##
OR
Survival
6+#
Powers
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Monster 5
Traits
Undead
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.
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 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 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 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 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.
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 4
Traits
Loot
Knife
Melee
Ranged
Piercing
Finesse
Magic
Blackjack
Check
Strength
Dexterity
Melee
Ranged
Stealth
11
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character’s combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
Weapon 5
Traits
Sling
Ranged
Bludgeoning
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
Weapon P3
Traits
Object
Guillotine
Slashing
2-Handed
Check
Strength
12
Powers
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
Weapon 3
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.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Spell 3
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 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
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 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.
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 5
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Divine
Fortitude
12
Powers
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
Armor 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may 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
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
Survival
14
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
• If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
Armor 3
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.
Item 3
Traits
Tool
Magic
Gambling
Check
Intelligence
Craft
Disable
10
Powers
Recharge to examine the bottom 3 cards of any character’s deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Item 3
Traits
Object
Magic
Harrow
Check
Wisdom
Arcane
Divine
Perception
8
Powers
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
Item 5
Traits
Accessory
Magic
Check
Charisma
Diplomacy
14
Powers
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
Item 3
Traits
Accessory
Magic
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
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.
Ally P5
Traits
Outsider
Eidolon
Arcane
Check
Arcane
Divine
13
Powers
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word “bury” in this power as “discard.”
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
Ally 3
Traits
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
Traits
Animal
Check
Wisdom
Survival
12
Powers
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.
Ally 3
Traits
Human
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
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.
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 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 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 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: 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.
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
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 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.
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.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 2
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessing 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.
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.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 3
Traits
Deity: 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.
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 3
Traits
Deity: Gorum
Divine
Check
Divine
Melee
Ranged
8
Powers
WHEN THIS IS THE HOUR
On your combat check, you may reveal any number of weapons; for each, add 1.
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Blessing 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
Traits
Deity: Desna
Divine
Check
Wisdom
Divine
Perception
8
Powers
WHEN THIS IS THE HOUR
When you play a blessing, you may give a card to any character.
On any check, freely discard to reroll.
Discard to move, then explore.
Blessing 3
Traits
Deity: 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.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessing 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.
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 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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
Barrier 5
Traits
Curse
Trap
Magic
Check
Wisdom
13
OR
Arcane
Divine
15
Powers
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
• At the start of your turn, you may encounter this barrier.
• When you would explore, first move to a random other location.
• When this location is closed, banish this barrier.
Monster 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.
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.
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.
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.
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.
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.
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
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
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.
Weapon 4
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Weapon 3
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
11
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Item 4
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Ally 3
Traits
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.
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.
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
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.
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.
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.
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.
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.
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.
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,
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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
Item 5
Traits
Accessory
Fire
Magic
Veteran
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
Item 4
Traits
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.
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.
Spell 3
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
11
Powers
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Spell 3
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
Spell 5
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Wisdom
Arcane
Divine
12
Powers
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
Spell 5
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.
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.
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.
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,
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.
Ally 4
Traits
Human
Skald
Respect
Check
Charisma
Diplomacy
11
OR
Summon And Defeat A Barrier
0
Powers
Display. While displayed:
• On all Strength and Acrobatics checks, add 1d6.
• At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Ally 4
Traits
Animal
Mount
Check
Wisdom
Survival
11
Powers
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
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.
Item 4
Traits
Accessory
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
9
Powers
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
Item 4
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 - Gimry |

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.
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
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
Combat - 1d10+5
Shock Glaive +1 - 1d10+1
Recharge - 1d8
"
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
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:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
- Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
- Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Weapons ☑ Armors
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☑ or non-combat) check.
☑ You automatically succeed at your check to recharge (☑ or acquire) an item that has the Magic trait.

wkover - Quinn |

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.
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.
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. "
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.

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

Valeros - Katlyn99 |

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
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.
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:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☑ +1 ☑ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Armor Weapon
POWERS:
On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
☑ When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)

Radillo - WilderRedbeard |

The hour of 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):
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.
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.
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:
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.
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.
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
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:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence + 3
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma + 3
Favored Card: Spell or Ally
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Mental
POWERS: Puppet Master (Role Card)
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ( [X] or an ally), you may put it on top of your deck ( [X] or add it to your hand).
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ( ☐ or acquire) a boon that has the Mental trait.
[X] When another character at your location ( ☐ or at any location) fails to acquire a boon, you may banish a card to put that boon in your discard pile.
[X] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ( ☐ or shuffle it into your deck).
☐ If you play a spell to evade a bane, you may put the bane on top of its deck.
[X] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ( ☐ 2) plus the adventure deck number of the recharged ally, if any.

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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
"
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.
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Charisma +2
Knowledge: Intelligence +2
Fortitude: Constutution +2
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
Divine, Light Armor
POWERS:
For your combat check, you may discard the top card of your deck to use
your Divine skill + 2d4 plus that card’s adventure deck number and add
the Attack, Divine, Fire, and Magic traits. This counts as playing a
spell. ([x] If the discarded card is a spell, you may recharge it
instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card.
([x] Then you may draw a card)
During your exploration, when you succeed at a check that invokes the
Fire (☐ or Attack) trait, you may move after you resolve the encounter.
[x] At the ([x] start and/or) end of your turn, you may examine the top card of your location deck.
[x] You may recharge a spell to evade a barrier you encounter (☐ or to allow a character at your location to evade a barrier he encounters).

BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
Story Banes | Scourges | Loot
During This Scenario: 6-5C: Revisiting the Countess
STORY BANES:
SETUP:
DURING THIS SCENARIO:
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Monster 5
Traits
Undead
Check
Combat
22
Powers
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
Monster 3
Traits
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
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 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 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.
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 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 1
Traits
Obstacle
Lock
Veteran
Check
Strength
Melee
10+#
OR
Disable
6+#
Powers
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Barrier 3
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 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.
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 3
Traits
Axe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character’s combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 5
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
Weapon 5
Traits
Sling
Ranged
Bludgeoning
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
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 3
Traits
Magic
Arcane
Healing
Check
Intelligence
Arcane
8
Powers
Display next to a location. While displayed:
• Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
• At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Spell 3
Traits
Magic
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 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 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.
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
Traits
Shield
Offhand
Piercing
Respect
Magic
Check
Constitution
Fortitude
Melee
Survival
11
Powers
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Acrobatics
Fortitude
10
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
Armor 5
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
Survival
14
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
• If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
Armor 3
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.
Item 4
Traits
Liquid
Paint
Respect
Check
Melee
Fortitude
7
Powers
Display. While displayed:
• When you suffer Electricity or Fire damage, reduce it by 3.
• When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Item 3
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 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
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
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.
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
Traits
Loot
Human
Aristocrat
Check
Charisma
Diplomacy
7
OR
Banish A Weapon
0
Powers
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Ally 5
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 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
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.
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 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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
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 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.
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
Blessing 2
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessing 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.
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.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 3
Traits
Deity: 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.
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 3
Traits
Deity: Gorum
Divine
Check
Divine
Melee
Ranged
8
Powers
WHEN THIS IS THE HOUR
On your combat check, you may reveal any number of weapons; for each, add 1.
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Blessing 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
Traits
Deity: Desna
Divine
Check
Wisdom
Divine
Perception
8
Powers
WHEN THIS IS THE HOUR
When you play a blessing, you may give a card to any character.
On any check, freely discard to reroll.
Discard to move, then explore.
Blessing 3
Traits
Deity: 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.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessing 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.
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 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.
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.
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.
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.
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.
Barrier 5
Traits
Curse
Trap
Magic
Check
Wisdom
13
OR
Arcane
Divine
15
Powers
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
• At the start of your turn, you may encounter this barrier.
• When you would explore, first move to a random other location.
• When this location is closed, banish this barrier.
Monster 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.
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.
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.
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.
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.
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.
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
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,
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.
Weapon 4
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Weapon 3
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
11
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Item 4
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Ally 3
Traits
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.
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.
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
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.
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.
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.
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.
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.
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.
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,
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
Spell 3
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
11
Powers
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Spell 3
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
Spell 5
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Wisdom
Arcane
Divine
12
Powers
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
Spell 5
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.
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.
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.
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
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.
Ally 4
Traits
Human
Skald
Respect
Check
Charisma
Diplomacy
11
OR
Summon And Defeat A Barrier
0
Powers
Display. While displayed:
• On all Strength and Acrobatics checks, add 1d6.
• At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Ally 4
Traits
Animal
Mount
Check
Wisdom
Survival
11
Powers
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
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.
Item 4
Traits
Accessory
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
9
Powers
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
Item 4
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 - Gimry |

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!
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
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.
"
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
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:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
- Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
- Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Weapons ☑ Armors
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☑ or non-combat) check.
☑ You automatically succeed at your check to recharge (☑ or acquire) an item that has the Magic trait.

wkover - Quinn |

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.
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. "
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.

BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
Story Banes | Scourges | Loot
During This Scenario: 6-5C: Revisiting the Countess
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 3
Traits
Animal
Check
Combat
18
OR
Survival
9
Powers
Before acting, each local character suffers 1 Combat damage.
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
Traits
Outsider
Plant
Check
Combat
15
Powers
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
Monster 5
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 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.
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 4
Traits
Trigger
Curse
Undead
Check
Intelligence
Perception
11
OR
Wisdom
Divine
13
Powers
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
Barrier 5
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 3
Traits
Trigger
Skirmish
Red Mantis
Check
None
0
Powers
When examined, you may move to this location and encounter this barrier.
When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.
Barrier 3
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.
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
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
Traits
Sword
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon P3
Traits
Object
Guillotine
Slashing
2-Handed
Check
Strength
12
Powers
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
Weapon 3
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+#.
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 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 4
Traits
Magic
Arcane
Divine
Attack
Undead
Check
Intelligence
Arcane
11
OR
Wisdom
Divine
13
Powers
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
Spell 3
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 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
12
OR
Wisdom
Divine
3
Powers
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
• At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
Armor 3
Traits
Heavy Armor
Helm
Gray Maiden
Magic
Check
Constitution
Diplomacy
Fortitude
10
Powers
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Armor 3
Traits
Heavy Armor
Magic
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 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 5
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Divine
Fortitude
12
Powers
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
Armor 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
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 4
Traits
Liquid
Paint
Respect
Check
Melee
Fortitude
5
Powers
Display. While displayed:
• When you suffer Combat damage, reduce it by 1.
• When you would discard cards as Combat damage, you may recharge them instead.
• When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Item 5
Traits
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
Traits
Loot
Clothing
Magic
Blackjack
Check
Dexterity
Disable
10
OR
Wisdom
Perception
13
Powers
Display. While displayed:
• You may recharge to heal a Blackjack weapon.
• You may recharge to move. You may not use this power during an encounter.
• On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Item 3
Traits
Liquid
Alchemical
Poison
Check
Intelligence
Craft
9
Powers
Display. While displayed:
• On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Ally P5
Traits
Outsider
Eidolon
Arcane
Check
Arcane
Divine
13
Powers
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word “bury” in this power as “discard.”
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
Ally 3
Traits
Outsider
Genie
Check
Charisma
Diplomacy
Knowledge
12
Powers
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
Ally 4
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 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 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.
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 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessing 1
Traits
Suit: 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 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.
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
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.
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.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 3
Traits
Deity: 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.
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 3
Traits
Deity: Gorum
Divine
Check
Divine
Melee
Ranged
8
Powers
WHEN THIS IS THE HOUR
On your combat check, you may reveal any number of weapons; for each, add 1.
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Blessing 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
Traits
Deity: Desna
Divine
Check
Wisdom
Divine
Perception
8
Powers
WHEN THIS IS THE HOUR
When you play a blessing, you may give a card to any character.
On any check, freely discard to reroll.
Discard to move, then explore.
Blessing 3
Traits
Deity: 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.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessing 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.
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 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.
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.
Barrier 5
Traits
Curse
Trap
Magic
Check
Wisdom
13
OR
Arcane
Divine
15
Powers
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
• At the start of your turn, you may encounter this barrier.
• When you would explore, first move to a random other location.
• When this location is closed, banish this barrier.
Monster 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.
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.
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.
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.
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.
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.
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
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
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.
Weapon 4
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Weapon 3
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
11
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Item 4
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Ally 3
Traits
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.
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.
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,
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.
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.
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.
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.
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.
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.
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,
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
Spell 3
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
11
Powers
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Spell 3
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
Spell 5
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Wisdom
Arcane
Divine
12
Powers
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
Spell 5
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.
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.
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.
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
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.
Ally 4
Traits
Human
Skald
Respect
Check
Charisma
Diplomacy
11
OR
Summon And Defeat A Barrier
0
Powers
Display. While displayed:
• On all Strength and Acrobatics checks, add 1d6.
• At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Ally 4
Traits
Animal
Mount
Check
Wisdom
Survival
11
Powers
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
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.
Item 4
Traits
Accessory
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
9
Powers
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
Item 4
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.

wkover - Quinn |

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

Valeros - Katlyn99 |
1 person marked this as a favorite. |

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
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.
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:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☑ +1 ☑ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Armor Weapon
POWERS:
On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
☑ When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)

Radillo - WilderRedbeard |

The hour of The 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:
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.
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:
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.
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:
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.
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.
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
Middle of Deck (Unknown Order): 0
Recharged: Chain Lightning, Cloudburst, Disintegrate, Embiggen,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence + 3
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma + 3
Favored Card: Spell or Ally
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Mental
POWERS: Puppet Master (Role Card)
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ( [X] or an ally), you may put it on top of your deck ( [X] or add it to your hand).
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ( ☐ or acquire) a boon that has the Mental trait.
[X] When 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.

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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)
"
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.
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).

wkover - Quinn |

Out of turn: Discarding The Dance for Alahazra.
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. "
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 - Gimry |

========================
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.
"
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
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:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
- Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
- Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Weapons ☑ Armors
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☑ or non-combat) check.
☑ You automatically succeed at your check to recharge (☑ or acquire) an item that has the Magic trait.

wkover - Quinn |

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!

BR Mork |
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:
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

BR Mork |
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:
STORY BANES:
DURING THIS SCENARIO:

BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
Story Banes | Scourges | Loot
During This Scenario: 6-5D: An Unwelcome Reunion
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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 4
Traits
Vermin
Check
Combat
16
Powers
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
Monster 1
Traits
Human
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 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.
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 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
Traits
Trigger
Trap
Construct
Check
Wisdom
Disable
Perception
Stealth
13
Powers
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Barrier 3
Traits
Obstacle
Construct
Elemental
Electricity
Check
Dexterity
Constitution
Acrobatics
Fortitude
10
Powers
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Barrier 1
Traits
Skirmish
Veteran
Check
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.
Weapon 5
Traits
Sling
Ranged
Bludgeoning
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
Weapon 4
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character’s combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
Traits
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
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
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
Spell 3
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
11
Powers
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Spell 5
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
14
OR
Wisdom
Divine
13
Powers
Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
Shuffle the location, then reload any set-aside cards into the location in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.
Spell 4
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
10
Powers
Display next to a character. While displayed:
• On this character’s combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Divine
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 P2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Freely display next to a local character. While displayed:
• Exchange all of that character’s dice for dice of these sizes: d4→d8, d6→d10, d8→d12, d10→d12, d12→d20 (if you have one).
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
Armor 4
Traits
Shield
Offhand
Piercing
Respect
Magic
Check
Constitution
Fortitude
Melee
Survival
11
Powers
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 3
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Fortitude
10
Powers
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
Armor P3
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Display. While displayed:
• You may evade Undead monsters you encounter.
• When you suffer any damage, you may draw this card to reduce it by 1.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
Armor 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
• On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
Armor 5
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Divine
Fortitude
12
Powers
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
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
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
Traits
Liquid
Alchemical
Poison
Check
Intelligence
Craft
9
Powers
Display. While displayed:
• On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Item 4
Traits
Wand
Divine
Magic
Healing
Check
Wisdom
Divine
10
Powers
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Item 3
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.
Ally 3
Traits
Human
Hellknight
Check
Charisma
Diplomacy
11
Powers
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Ally 3
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
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
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
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.
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 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
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 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 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.
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
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 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.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
After your first exploration of your turn, you may discard a card to explore.
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Blessing 4
Traits
Deity: Achaekek
Divine
Check
Intelligence
Craft
8
Powers
WHEN THIS IS THE HOUR
Before acting against a story bane monster, draw 1 card then discard 1 card.
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessing 3
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.
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 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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 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.
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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 0
Traits
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 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
When a local character fails to acquire a boon, you may bury a card to encounter it.
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 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.
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 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.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessing 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
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.
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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
Item 4
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
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.
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.
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.
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.
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.
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
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.
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.
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.
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.
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
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.
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 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.
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.
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.
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.
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.
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.
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.
Monster 4
Traits
Trigger
Aberration
Check
Combat
21
Powers
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
Monster 3
Traits
Outsider
Plant
Check
Combat
15
Powers
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
Monster 5
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
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.
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.
Monster 4
Traits
Giant
Check
Combat
22
Powers
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Barrier 4
Traits
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.
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 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.
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.
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.
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.
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.
Blessing 2
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Monster 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
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.
Monster 4
Traits
Gargoyle
Check
Combat
21
Powers
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
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.
Monster 0
Traits
Giant
Ogre
Veteran
Check
Combat
12+##
Powers
Before acting, each local character suffers 1 Combat damage.
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.
Ally 4
Traits
Animal
Check
Wisdom
Survival
12
Powers
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
Monster 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.
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.
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.
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.
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
Weapon 5
Traits
Hammer
Melee
Bludgeoning
Fire
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
Monster 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.
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.
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.
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Barrier 4
Traits
Trap
Magic
Check
Dexterity
Disable
12
OR
Arcane
Divine
15
Powers
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
• At the start and end of your turn, recharge a random Magic boon.
• When this location is closed, banish this barrier.
Barrier 2
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.
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.
Monster 5
Traits
Outsider
Fire
Check
Combat
20
Powers
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Monster 5
Traits
Undead
Check
Combat
22
Powers
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
Monster 3
Traits
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.
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
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.
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.
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.
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.
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
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.
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.
Item 3
Traits
Instrument
Magic
Check
Constitution
Charisma
10
Powers
When a local character encounters a monster, display at your location.
While displayed:
• When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
• At the start of your turn, discard this card; if proficient, recharge it instead.
Item 3
Traits
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.
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.
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.
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
Supporter 3
Traits
Human
Paladin
Check
NONE
0
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• □ You may bury to allow a local character to ignore a card's before or after acting power.
Supporter 2
Traits
Human
Fighter
Check
NONE
0
Powers
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• □ You may bury to draw 3 new armors, then banish 2 of them
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
Supporter 2
Traits
Human
Hunter
Check
NONE
0
Powers
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Supporter 2
Traits
Human
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.

wkover - Quinn |

Starting at the Crypt.
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. "
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)

![]() |

Card upgrades
Fire Snake -> Icy Prison
Bound Elemental -> Vampire Bat
Al starts at the Crypt
"
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.
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Charisma +2
Knowledge: Intelligence +2
Fortitude: Constutution +2
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
Divine, Light Armor
POWERS:
For your combat check, you may discard the top card of your deck to use
your Divine skill + 2d4 plus that card’s adventure deck number and add
the Attack, Divine, Fire, and Magic traits. This counts as playing a
spell. ([x] If the discarded card is a spell, you may recharge it
instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card.
([x] Then you may draw a card)
During your exploration, when you succeed at a check that invokes the
Fire (☐ or Attack) trait, you may move after you resolve the encounter.
[x] At the ([x] start and/or) end of your turn, you may examine the top card of your location deck.
[x] You may recharge a spell to evade a barrier you encounter (☐ or to allow a character at your location to evade a barrier he encounters).

Flenta - Gimry |

I'll start at the Lair.
"
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
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:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
- Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
- Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Weapons ☑ Armors
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☑ or non-combat) check.
☑ You automatically succeed at your check to recharge (☑ or acquire) an item that has the Magic trait.

Radillo - WilderRedbeard |

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.
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
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:
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.

Valeros - Katlyn99 |

Val will join their Sorceress pal at the Lair.
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.
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:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☑ +1 ☑ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Armor Weapon
POWERS:
On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
☑ When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)

Valeros - Katlyn99 |

Hourglass Discard: The 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
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.
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:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☑ +1 ☑ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Armor Weapon
POWERS:
On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
☑ When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)

Radillo - WilderRedbeard |

The hour of 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:
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
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:
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.
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:
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
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:
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.
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.
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
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:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence + 3
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma + 3
Favored Card: Spell or Ally
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Mental
POWERS: Puppet Master (Role Card)
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ( [X] or an ally), you may put it on top of your deck ( [X] or add it to your hand).
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ( ☐ or acquire) a boon that has the Mental trait.
[X] When another character at your location ( ☐ or at any location) fails to acquire a boon, you may banish a card to put that boon in your discard pile.
[X] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ( ☐ or shuffle it into your deck).
☐ If you play a spell to evade a bane, you may put the bane on top of its deck.
[X] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ( ☐ 2) plus the adventure deck number of the recharged ally, if any.
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).

wkover - Quinn |

Out of turn: Dance discarded for Radillo.
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. "
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)

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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
"
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.
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Charisma +2
Knowledge: Intelligence +2
Fortitude: Constutution +2
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
Divine, Light Armor
POWERS:
For your combat check, you may discard the top card of your deck to use
your Divine skill + 2d4 plus that card’s adventure deck number and add
the Attack, Divine, Fire, and Magic traits. This counts as playing a
spell. ([x] If the discarded card is a spell, you may recharge it
instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card.
([x] Then you may draw a card)
During your exploration, when you succeed at a check that invokes the
Fire (☐ or Attack) trait, you may move after you resolve the encounter.
[x] At the ([x] start and/or) end of your turn, you may examine the top card of your location deck.
[x] You may recharge a spell to evade a barrier you encounter (☐ or to allow a character at your location to evade a barrier he encounters).

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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
"
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.
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Charisma +2
Knowledge: Intelligence +2
Fortitude: Constutution +2
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
Divine, Light Armor
POWERS:
For your combat check, you may discard the top card of your deck to use
your Divine skill + 2d4 plus that card’s adventure deck number and add
the Attack, Divine, Fire, and Magic traits. This counts as playing a
spell. ([x] If the discarded card is a spell, you may recharge it
instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card.
([x] Then you may draw a card)
During your exploration, when you succeed at a check that invokes the
Fire (☐ or Attack) trait, you may move after you resolve the encounter.
[x] At the ([x] start and/or) end of your turn, you may examine the top card of your location deck.
[x] You may recharge a spell to evade a barrier you encounter (☐ or to allow a character at your location to evade a barrier he encounters).

BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
Story Banes | Scourges | Loot
During This Scenario: 6-5D: An Unwelcome Reunion
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 3
Traits
Aberration
Aquatic
Check
Combat
19
Powers
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
Monster 3
Traits
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
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 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.
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 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 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 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
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.
Weapon 5
Traits
Sling
Ranged
Bludgeoning
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
Weapon 4
Traits
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
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character’s combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
Traits
Chain
Ranged
Bludgeoning
Acid
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Weapon 5
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
Spell 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 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
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
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
10
Powers
Display next to a character. While displayed:
• On this character’s combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Healing
Check
Intelligence
Arcane
8
Powers
Display next to a location. While displayed:
• Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
• At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 4.
• When you suffer any damage, you may discard to reduce it to 0.
• You may discard to remove 1 of your scourges.
Armor 4
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 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 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
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.
Item 2
Traits
Wand
Magic
Arcane
Divine
Attack
Fire
Veteran
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
11
Powers
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Item 4
Traits
Liquid
Paint
Respect
Check
Melee
Fortitude
4
Powers
Display. While displayed:
• When you defeat a monster, after the encounter, you may discard a card to move.
• When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Item 4
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 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 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.
Ally 4
Traits
Human
Skald
Respect
Check
Charisma
Diplomacy
11
OR
Summon And Defeat A Barrier
0
Powers
Display. While displayed:
• On all Strength and Acrobatics checks, add 1d6.
• At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Ally 4
Traits
Human
Oracle
Respect
Check
Charisma
Diplomacy
Divine
12
OR
Recharge A Respect Boon
0
Powers
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
Ally 3
Traits
Loot
Human
Bard
Check
Charisma
Diplomacy
12
Powers
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
Ally 3
Traits
Human
Hellknight
Check
Charisma
Diplomacy
11
Powers
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Ally 3
Traits
Human
Wizard
Check
Intelligence
Arcane
10
OR
Charisma
Diplomacy
14
Powers
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Deity: 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 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 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 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.
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
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
After your first exploration of your turn, you may discard a card to explore.
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Blessing 4
Traits
Deity: Achaekek
Divine
Check
Intelligence
Craft
8
Powers
WHEN THIS IS THE HOUR
Before acting against a story bane monster, draw 1 card then discard 1 card.
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessing 3
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.
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 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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 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.
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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 0
Traits
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 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
When a local character fails to acquire a boon, you may bury a card to encounter it.
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 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.
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 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.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessing 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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
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.
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.
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.
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.
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
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.
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 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.
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.
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.
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.
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.
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.
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.
Monster 4
Traits
Trigger
Aberration
Check
Combat
21
Powers
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
Monster 3
Traits
Outsider
Plant
Check
Combat
15
Powers
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
Monster 5
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
Monster 4
Traits
Giant
Check
Combat
22
Powers
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Monster 3
Traits
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 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.
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.
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.
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.
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.
Blessing 2
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Monster 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
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.
Monster 4
Traits
Gargoyle
Check
Combat
21
Powers
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
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.
Monster 0
Traits
Giant
Ogre
Veteran
Check
Combat
12+##
Powers
Before acting, each local character suffers 1 Combat damage.
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.
Ally 4
Traits
Animal
Check
Wisdom
Survival
12
Powers
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
Monster 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.
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.
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.
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.
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
Weapon 5
Traits
Hammer
Melee
Bludgeoning
Fire
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
Monster 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.
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.
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.
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Barrier 4
Traits
Trap
Magic
Check
Dexterity
Disable
12
OR
Arcane
Divine
15
Powers
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
• At the start and end of your turn, recharge a random Magic boon.
• When this location is closed, banish this barrier.
Barrier 2
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.
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.
Monster 5
Traits
Outsider
Fire
Check
Combat
20
Powers
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Monster 5
Traits
Undead
Check
Combat
22
Powers
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
Monster 3
Traits
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.
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
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.
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.
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
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.
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.
Item 3
Traits
Instrument
Magic
Check
Constitution
Charisma
10
Powers
When a local character encounters a monster, display at your location.
While displayed:
• When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
• At the start of your turn, discard this card; if proficient, recharge it instead.
Item 3
Traits
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.
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.
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.
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
Supporter 3
Traits
Human
Paladin
Check
NONE
0
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• □ You may bury to allow a local character to ignore a card's before or after acting power.
Supporter 2
Traits
Human
Fighter
Check
NONE
0
Powers
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• □ You may bury to draw 3 new armors, then banish 2 of them
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
Supporter 2
Traits
Human
Hunter
Check
NONE
0
Powers
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Supporter 2
Traits
Human
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 - Gimry |

========================
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.
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
Combat - 1d10+5
Flaming Longsword +3 - 1d8+3
Val's Aid - 1d6
"
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
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:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
- Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
- Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Weapons ☑ Armors
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☑ or non-combat) check.
☑ You automatically succeed at your check to recharge (☑ or acquire) an item that has the Magic trait.

wkover - Quinn |

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).
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. "
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.

BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
Story Banes | Scourges | Loot
During This Scenario: 6-5D: An Unwelcome Reunion
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 4
Traits
Animal
Swarm
Check
Combat
10
THEN
Combat
11
THEN
Combat
12
Powers
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
Monster 5
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 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 3
Traits
Aberration
Aquatic
Check
Combat
19
Powers
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
Monster 4
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.
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 5
Traits
Curse
Task
Undead
Check
Intelligence
Knowledge
14
OR
Wisdom
Divine
12
Powers
If undefeated, display this barrier.
While displayed:
• At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
• When a power would remove 1 of your scourges, you may instead banish this barrier.
Barrier 3
Traits
Trap
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 3
Traits
Trap
Magic
Check
Combat
16
OR
Acrobatics
Disable
Stealth
9
Powers
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
Barrier 3
Traits
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.
Weapon 5
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
Weapon 3
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
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
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Weapon 3
Traits
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.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
Check
Intelligence
Wisdom
Arcane
Divine
11
Powers
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Spell P2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Freely display next to a local character. While displayed:
• Exchange all of that character’s dice for dice of these sizes: d4→d8, d6→d10, d8→d12, d10→d12, d12→d20 (if you have one).
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
Spell 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 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 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.
Armor 5
Traits
Light Armor
Magic
Check
Constitution
Divine
Fortitude
13
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
• On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
11
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
Armor 5
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Divine
Fortitude
12
Powers
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
Armor 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may 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
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.
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 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
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
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 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.
Ally 4
Traits
Outsider
Agathion
Healing
Check
Wisdom
Survival
11
OR
Divine
9
Powers
At the end of a local character’s turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
Ally 3
Traits
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
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
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
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.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
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 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 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 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.
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
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessing 3
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.
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 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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 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.
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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 0
Traits
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 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
When a local character fails to acquire a boon, you may bury a card to encounter it.
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 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.
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 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.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessing 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
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
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.
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.
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.
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.
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
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.
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 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.
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.
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.
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.
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.
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.
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.
Monster 4
Traits
Trigger
Aberration
Check
Combat
21
Powers
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
Monster 3
Traits
Outsider
Plant
Check
Combat
15
Powers
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
Monster 5
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
Monster 4
Traits
Giant
Check
Combat
22
Powers
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Monster 3
Traits
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 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.
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.
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.
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.
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.
Blessing 2
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Monster 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
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.
Monster 4
Traits
Gargoyle
Check
Combat
21
Powers
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
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.
Monster 0
Traits
Giant
Ogre
Veteran
Check
Combat
12+##
Powers
Before acting, each local character suffers 1 Combat damage.
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.
Ally 4
Traits
Animal
Check
Wisdom
Survival
12
Powers
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
Monster 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.
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.
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.
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.
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
Weapon 5
Traits
Hammer
Melee
Bludgeoning
Fire
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
Monster 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.
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.
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.
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Barrier 4
Traits
Trap
Magic
Check
Dexterity
Disable
12
OR
Arcane
Divine
15
Powers
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
• At the start and end of your turn, recharge a random Magic boon.
• When this location is closed, banish this barrier.
Barrier 2
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.
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.
Monster 5
Traits
Outsider
Fire
Check
Combat
20
Powers
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Monster 5
Traits
Undead
Check
Combat
22
Powers
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
Monster 3
Traits
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.
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
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.
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.
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
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.
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.
Item 3
Traits
Instrument
Magic
Check
Constitution
Charisma
10
Powers
When a local character encounters a monster, display at your location.
While displayed:
• When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
• At the start of your turn, discard this card; if proficient, recharge it instead.
Item 3
Traits
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.
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.
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.
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
Supporter 3
Traits
Human
Paladin
Check
NONE
0
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• □ You may bury to allow a local character to ignore a card's before or after acting power.
Supporter 2
Traits
Human
Fighter
Check
NONE
0
Powers
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• □ You may bury to draw 3 new armors, then banish 2 of them
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
Supporter 2
Traits
Human
Hunter
Check
NONE
0
Powers
Display. While displayed:
• You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
• □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Supporter 2
Traits
Human
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.

Valeros - Katlyn99 |

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
"
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.
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:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1 ☐ +2
Wisdom d6 ☐ +1
Charisma d6 ☑ +1 ☑ +2
Melee: Strength +2
Ranged: Dexterity +1
Fortitude: Constitution +2
Diplomacy: Charisma +2
Favored Card: Sword Weapon
Hand Size: 4 ☑ 5 ☐ 6
Proficiencies:
Armor Weapon
POWERS:
On a local combat (☑ or your Diplomacy) check, you may reload or recharge a weapon or an armor (☑ or an ally) to add 1d4 (☑ 1d6)(☐1d8).
At the end of your turn, you may recharge a weapon or an armor (☑ or an ally) from your hand or discards.
You may avenge by discarding (☐ or recharging) a card.
☐When you would recharge or discard a Shield armor for its power, you may reveal it instead. (☐When a local character suffers damage, you may recharge a Shield armor to reduce it by 2.)
☑ When another local character would acquire an ally, you may acquire it instead. (☐When a local character fails to acquire an ally, you may bury a card to draw it.)

Radillo - WilderRedbeard |

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:
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.
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:
Traits
Gargoyle
Check
Combat
21
Powers
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
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:
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.
Discard The Rakshasa to explore:
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
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:
Traits
Giant
Ogre
Veteran
Check
Combat
12+##
Powers
Before acting, each local character suffers 1 Combat damage.
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:
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.
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:
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.
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.
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.
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.
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
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:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2
Constitution d4 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence + 3
Wisdom d4 ☐ +1 ☐ +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma + 3
Favored Card: Spell or Ally
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Mental
POWERS: Puppet Master (Role Card)
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ( [X] or an ally), you may put it on top of your deck ( [X] or add it to your hand).
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ( ☐ or acquire) a boon that has the Mental trait.
[X] When another character at your location ( ☐ or at any location) fails to acquire a boon, you may banish a card to put that boon in your discard pile.
[X] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ( ☐ or shuffle it into your deck).
☐ If you play a spell to evade a bane, you may put the bane on top of its deck.
[X] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ( ☐ 2) plus the adventure deck number of the recharged ally, if any.

Radillo - WilderRedbeard |

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:
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

BR Mork |
During This Adventure: Year of Rotting Ruins - Adventure 5: Echoes of Death
Story Banes | Scourges | Loot
During This Scenario: 6-5D: An Unwelcome Reunion
SETUP:
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Human
Warrior
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
8+#
Powers
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Monster 3
Traits
Aberration
Aquatic
Check
Combat
19
Powers
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
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
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
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.
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 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
Traits
Trap
Elemental
Check
Combat
14
OR
Disable
Fortitude
Perception
9
Powers
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
Barrier 1
Traits
Cache
Veteran
Check
Intelligence
Knowledge
7+#
Powers
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
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.
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
Traits
Loot
Knife
Melee
Ranged
Piercing
Finesse
Magic
Blackjack
Check
Strength
Dexterity
Melee
Ranged
Stealth
11
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character’s combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
Weapon 5
Traits
Sling
Ranged
Bludgeoning
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
Weapon 3
Traits
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 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.
Spell 4
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
11
Powers
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
Check
Intelligence
Wisdom
Arcane
Divine
11
Powers
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Attack
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
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
12
OR
Wisdom
Divine
3
Powers
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
• At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
Spell 3
Traits
Magic
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.
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 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
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 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 4.
• When you suffer any damage, you may discard to reduce it to 0.
• You may discard to remove 1 of your scourges.
Armor 3
Traits
Heavy Armor
Helm
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.
Item 3
Traits
Accessory
Magic
Deity: Achaekek
Red Mantis
Check
Constitution
Fortitude
8
Powers
On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
Item 3
Traits
Liquid
Alchemical
Poison
Check
Intelligence
Craft
9
Powers
Display. While displayed:
• On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Item 3
Traits
Accessory
Magic
Check
Charisma
Diplomacy
9
Powers
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character’s traits until the end of the turn, then banish that character.
Item 4
Traits
Loot
Clothing
Magic
Blackjack
Check
Dexterity
Disable
10
OR
Wisdom
Perception
13
Powers
Display. While displayed:
• You may recharge to heal a Blackjack weapon.
• You may recharge to move. You may not use this power during an encounter.
• On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Item 4
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.
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 P5
Traits
Outsider
Eidolon
Arcane
Check
Arcane
Divine
13
Powers
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word “bury” in this power as “discard.”
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
Ally 3
Traits
Human
Aristocrat
Rogue
Check
Charisma
Diplomacy
Stealth
12
Powers
On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Ally 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
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.
Blessing 3
Traits
Deity: Iomedae
Divine
Check
Charisma
Diplomacy
Divine
8
Powers
WHEN THIS IS THE HOUR
On your check, you may discard an armor or the top card of your deck to add 1d6.
On another character’s check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 3
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 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 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 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.
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
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessing 3
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.
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 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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 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.
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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 0
Traits
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 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
When a local character fails to acquire a boon, you may bury a card to encounter it.
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 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.
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 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.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessing 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
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.
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.
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.
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.
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.
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.
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.
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
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.
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
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.
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.
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.
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.
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
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.
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 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.
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.
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.
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.
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.
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.
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.
Monster 4
Traits
Trigger
Aberration
Check
Combat
21
Powers
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
Monster 3
Traits
Outsider
Plant
Check
Combat
15
Powers
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
Monster 5
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
Monster 4
Traits
Giant
Check
Combat
22
Powers
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Monster 3
Traits
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 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.
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.
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.
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.
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.
Blessing 2
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Monster 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
Weapon 5
Traits
Hammer
Melee
Bludgeoning
Fire
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
Monster 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.
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.
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.
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Barrier 4
Traits
Trap
Magic
Check
Dexterity
Disable
12
OR
Arcane
Divine
15
Powers
If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
• At the start and end of your turn, recharge a random Magic boon.
• When this location is closed, banish this barrier.
Barrier 2
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.
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.
Monster 5
Traits
Outsider
Fire
Check
Combat
20
Powers
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Monster 5
Traits
Undead
Check
Combat
22
Powers
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
Monster 3
Traits
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.
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
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.
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.
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
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.
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.
Item 3
Traits
Instrument
Magic
Check
Constitution
Charisma
10
Powers
When a local character encounters a monster, display at your location.
While displayed:
• When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
• At the start of your turn, discard this card; if proficient, recharge it instead.
Item 3
Traits
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.
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.
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.
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
Supporter 3
Traits
Human
Paladin
Check
NONE
0
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
• □ You may bury to allow a local character to ignore a card's before or after acting power.
Supporter 2
Traits
Human
Fighter
Check
NONE
0
Powers
Display. While displayed:
• On any combat check, you may bury to add 1d4+#. You may also add the Fire trait.
• □ You may bury to draw 3 new armors, then banish 2 of them
Supporter 1
Traits
Human
Bard
Check
Powers
Display. While displayed:
• On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
• □ You may bury to examine the top 3 cards of any location.
Supporter 1
Traits
Human
Fighter
Check
Powers
Display. While displayed:
• When a local character suffers damage, you may bury to reduce it to 0.
• □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.
Supporter 2
Traits
Human
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.

![]() |

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
"
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.
Dexterity d4 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Charisma +2
Knowledge: Intelligence +2
Fortitude: Constutution +2
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
Proficiencies:
Divine, Light Armor
POWERS:
For your combat check, you may discard the top card of your deck to use
your Divine skill + 2d4 plus that card’s adventure deck number and add
the Attack, Divine, Fire, and Magic traits. This counts as playing a
spell. ([x] If the discarded card is a spell, you may recharge it
instead.)
When you examine 1 or more cards from a character or location deck, you may examine an additional card.
([x] Then you may draw a card)
During your exploration, when you succeed at a check that invokes the
Fire (☐ or Attack) trait, you may move after you resolve the encounter.
[x] At the ([x] start and/or) end of your turn, you may examine the top card of your location deck.
[x] You may recharge a spell to evade a barrier you encounter (☐ or to allow a character at your location to evade a barrier he encounters).

Flenta - Gimry |

========================
Flenta starts her turn.
Hour: 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.
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
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
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.
"
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
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:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
- Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
- Acrobatics: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☑ +2 ☑ +3
- Knowledge: Intelligence +2
Wisdom d6 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Weapons ☑ Armors
POWERS:
After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.
☑ You may recharge a spell (☐ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (☑ or non-combat) check.
☑ You automatically succeed at your check to recharge (☑ or acquire) an item that has the Magic trait.

wkover - Quinn |

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.
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. "
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).