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

Game Master MorkXII

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


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Scarab Sages

Deck Handler Oracle

Turn 14: Sands of the Hour
When this is the Hour: No Effect

Examine top card (The Eternal Rose). Draw a card (Wayfarer)

Free Explore (The Eternal Rose, Divine 8)
Autoacquired.

Discard Wayfarer to explore.

Explore 2: Immortal Ooze (Combat 23)
BYA: No Allies.

Play Holy Javelin
Play Grandmother Nightmare to bless twice.
+2d6 from wayfarer

Combat 23: 1d12 + 6 + 2d8 + 2d6 + 2d12 ⇒ (2) + 6 + (2, 4) + (1, 1) + (9, 8) = 33
Reroll 9: 1d12 ⇒ 11 -> Defeated

Discard The Eternal Rose to explore again.

Explore 3: Poison Gas (Disable 12)
Play Fire Snake to use Divine
Reveal tome to add 1d4
Eternal Rose adds 1

Divine/disable 12: 1d12 + 6 + 1d4 + 1 ⇒ (10) + 6 + (1) + 1 = 18 -> Defeated.

End turn, reset hand.

EoT: Examine top card of Cliffs (Ember Ghoul)

Ablaze: 1d4 - 2 ⇒ (2) - 2 = 0

Recharge Holy Javelin 10: 1d12 + 6 + 1d4 ⇒ (6) + 6 + (1) = 13
Recharge Fire Snake 8: 1d12 + 6 + 1d4 ⇒ (11) + 6 + (2) = 19

"

Alahazra wrote:

Hand: Channel the Gift, Blessing of the Spellbound 2, Restorative Touch, Cleric of Nethys, Icy Prison, Binders Tome,
Displayed:
Deck: 9 Discard: 8 Buried: 0
Hero Points: 7
NOTES:
Available Support: Binder's tome adds 1d4 to local combat or charisma checks on reveal. (Adds mental trait)
Movement: Feel free to use blessings.
Other: Shirt reroll used.

Skills and Powers:
SKILLS

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

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

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

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

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

"


During This Adventure: Adventure 6: Death's Vengeance
Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
  • Scenarios 6C1: An Unlikely Alliance and 6C2: Backstabbed present a choice for the party regarding how to approach the Red Mantis assassins. Run only one of these scenarios: An Unlikely Alliance if the party wishes to parley with the assassins, or Backstabbed if they choose to fight them. Scenario 6D: The Demilich’s Domain is the standard conclusion to the Year of Rotting Ruin. Characters who have completed this adventure who wish to explore Trazavai’s soul-mist can continue to the optional scenario 6E: The Lich’s Legacy. That scenario is not required to earn the adventure or Adventure Path rewards.
  • After you use the Base's power to recharge cards, you may move or shuffle your deck. (4A Reward)
  • When you close a location and move to the Base, you may immediately explore it once. (4B Reward)

    During This Scenario: 6-6A: Storm of Ravenous Shadows

  • Harrow suit: Keys
    SETUP:
  • Add the Perils wildcard Ablaze. All Ablaze damage is Acid damage.
  • After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.

    STORY BANES:

  • Danger: Wraith
  • Villain: Graveknight
  • Closing Henchmen: Mandraivus, Wraith-Proxy A.

    DURING THIS SCENARIO:

  • When you examine a location, you may only examine the top card.
  • When you would guard your location, you may bury the top 1d4 cards of your deck; if you do not, or if you die while doing so, your location is unguarded.
  • On your non-Melee combat check. reroll 1 of the dice showing the highest result.
  • Ablaze: At the end of your turn, suffer 1d4-2 Fire Acid damage.
    Aviva Rocovick:
    Aviva Rocovick
    Supporter 6

    Traits
    Human
    Arcanist

    Check
    NONE

    Powers
    Display. While displayed:
    • You may bury to draw 2 new Arcane spells, then banish 1 of them.
    • □ You may bury to examine the top 3 cards of your location, then you may shuffle them into your location.


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

    Random Monsters:
    Monster 1
    Spoiler:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

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

    Monster 2
    Spoiler:
    Dybbuk
    Monster 5

    Traits
    Undead
    Incorporeal

    Check
    Combat
    22

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

    Monster 3
    Spoiler:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

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

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

    Monster 4
    Spoiler:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Monster 5
    Spoiler:
    Sentinel Devil
    Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    23

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Labyrinth
    Barrier 1

    Traits
    Obstacle
    Veteran

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

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

    Barrier 2
    Spoiler:
    Cursed Statue
    Barrier 5

    Traits
    Trigger
    Curse

    Check
    Wisdom
    Disable
    Perception
    10

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

    Barrier 3
    Spoiler:
    Exploding Runes
    Barrier 2

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    6+#
    OR
    Disable
    8+#

    Powers
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.

    Barrier 4
    Spoiler:
    Paralytic Pulse
    Barrier 6

    Traits
    Trigger
    Trap
    Magic

    Check
    Wisdom
    15
    OR
    Disable
    13

    Powers
    When examined, move to this barrier’s location and encounter it.
    After acting, a random local character summons and encounters the danger.
    If undefeated, each local character suffers the scourge Exhausted.

    Barrier 5
    Spoiler:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    The difficulty is increased by the hour’s level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Random Weapons:
    Weapon 1
    Spoiler:
    Guardian Bow
    Weapon 6

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    15

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
    If proficient, after the roll on another character’s combat check, freely discard to add 1d8; if the character is local and still fails this check against a non–story bane monster, you may avenge.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 2
    Spoiler:
    Keen Spiked Chain
    Weapon 5

    Traits
    Chain
    Melee
    Piercing
    Finesse
    2-handed
    Magic

    Check
    Strength
    Acrobatics
    Melee
    15

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

    Weapon 3
    Spoiler:
    Horrorbane Heavy Pick
    Weapon 5

    Traits
    Pick
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    13

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

    Weapon 4
    Spoiler:
    Speed Battleaxe
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    14

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

    Weapon 5
    Spoiler:
    Ukwar Axe
    Weapon 6

    Traits
    Loot
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    15

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
    Discard to explore. This exploration, on all checks against Undead banes, add 1d8.

    Random Spells:
    Spell 1
    Spoiler:
    Dominate
    Spell 6

    Traits
    Magic
    Arcane
    Divine
    Attack
    Mental

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    13

    Powers
    When you encounter a monster, banish to evade it, then search your location for a boon and draw it.

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

    Spell 2
    Spoiler:
    Restoration
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

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

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

    Spell 3
    Spoiler:
    Safe Haven
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    3

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

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

    Spell 4
    Spoiler:
    Scrying
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    14
    OR
    Wisdom
    Divine
    13

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

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

    Spell 5
    Spoiler:
    Giant Form
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    13

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

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

    Random Armors:
    Armor 1
    Spoiler:
    Bearskin Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 2
    Spoiler:
    Mantle Of Life
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    13

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

    Armor 3
    Spoiler:
    Mantle Of Faith
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    15

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    • When you suffer any damage, you may bury to reduce it to 0.
    • On a local check against a story bane, you may freely discard to add your Divine modifier.

    Armor 4
    Spoiler:
    Totem Klar
    Armor 4

    Traits
    Shield
    Offhand
    Piercing
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    11

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

    Armor 5
    Spoiler:
    Dread Helm
    Armor 5

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Divine
    Fortitude
    12

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

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

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    4

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

    Item 2
    Spoiler:
    The Lost Harrows
    Item 6

    Traits
    Tool
    Magic
    Gambling
    Harrow

    Check
    Intelligence
    Knowledge
    12

    Powers
    Display and choose any skill. While displayed:
    • Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
    • When you fail a check using that skill, bury this card.

    Item 3
    Spoiler:
    Staff Of Greater Healing
    Item 6

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    14

    Powers
    At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
    Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.

    Item 4
    Spoiler:
    Bottled Lightning
    Item 4

    Traits
    Liquid
    Alchemical
    Attack
    Electricity
    Ranged

    Check
    Intelligence
    12

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

    Item 5
    Spoiler:
    Brooch Of Protection
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Fortitude
    10

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

    Random Allies:
    Ally 1
    Spoiler:
    Venster Arabasti
    Ally 6

    Traits
    Undead
    Ghost
    Aristocrat

    Check
    Charisma
    Diplomacy
    14
    OR
    Banish A Harrow Card
    0

    Powers
    Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
    If the hour is a Harrow blessing, discard to draw it.

    Ally 2
    Spoiler:
    Sklar-quah Thundercaller
    Ally 4

    Traits
    Human
    Skald
    Respect

    Check
    Charisma
    Diplomacy
    11
    OR
    Summon And Defeat A Barrier
    0

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

    Ally 3
    Spoiler:
    Aerilaya
    Ally 5

    Traits
    Undead
    Banshee
    Barbarian

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury A Weapon
    0

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

    Ally 4
    Spoiler:
    Pegg And Louie
    Ally 5

    Traits
    Undead
    Ghost

    Check
    Wisdom
    Survival
    13
    OR
    Suffer The Scourge Frightened
    0

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

    Ally 5
    Spoiler:
    Firepelt Cougar
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    12

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Zon-kuthon’s Pain
    Blessing 1

    Traits
    Deity: Zon-kuthon
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

    Powers
    WHEN THIS IS THE HOUR
    After discarding any number of cards as damage, draw a card.

    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.

    Blessing 2
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

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

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

    Blessing 3
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessing 4
    Spoiler:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessing 5
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Turn: 15 Flenta/Gimry

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

    Top Blessing:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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


    Blessings Remaining: 11
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 16 Bridge)
    Spoiler:
    Rovagug’s Destruction
    Blessing 2

    Traits
    Deity: Rovagug
    Divine
    Veteran

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

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

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

    Blessings Deck Card 2 (Turn 17 Valaros)
    Spoiler:
    The Empty Throne
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may banish a boon to reroll a die.

    On any check, discard to bless.
    Discard to ignore a bane’s before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.

    Blessings Deck Card 3 (Turn 18 Radillo)
    Spoiler:
    The Desert
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Blessings Deck Card 4 (Turn 19 Alahazra)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 5 (Turn 20 Flenta)
    Spoiler:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

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

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

    Blessings Deck Card 6 (Turn 21 Bridge)
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

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

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

    Blessings Deck Card 7 (Turn 22 Valaros)
    Spoiler:
    Asmodeus’s Tyranny
    Blessing 2

    Traits
    Deity: Asmodeus
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    5+#

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

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

    Blessings Deck Card 8 (Turn 23 Radillo)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 9 (Turn 24 Alahazra)
    Spoiler:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The difficulty of your non-combat check against a bane is increased by 3.

    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.

    Blessings Deck Card 10 (Turn 25 Flenta)
    Spoiler:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

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

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

    Blessings Deck Card 11 (Turn 26 Bridge)
    Spoiler:
    The Carnival
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Acrobatics
    4+#

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

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

    Bridge
    Traits: Urban
    At This Location: Non-story banes cannot be evaded.
    When Closing: Bury an ally.
    When Permanently Closed: No effect.
    M:1 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
    Located here: Rad,
    Notes: Create Mindscape displayed

    Bridge Card 1:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

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

    Bridge Card 2:
    Landshark Whelp
    Ally 4

    Traits
    Aberration

    Check
    Wisdom
    Survival
    9

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

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

    Bridge Card 3:
    Cytillipede
    Monster 4

    Traits
    Vermin

    Check
    Combat
    16

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

    Bridge Card 4:
    Graveknight
    Story Bane Monster 6

    Traits
    Monster
    Undead

    Check
    Combat
    12+##
    OR
    Divine
    9+#

    Powers
    Roll 1d4. This monster gains the trait, is immune to, and all damage is:
    1. Acid 3. Electricity
    2. Cold 4. Fire
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, a random character summons and encounters a random Undead story bane. Then, each local character suffers 1d4 damage.

    Bridge Card 5:
    Breath Of Life
    Spell 5

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    13

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

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

    Bridge Card 6:
    The Hidden Truth
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you examine cards this turn, heal 1d4-1 cards.

    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.

    Bridge Card 7:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

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

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

    Swamp
    Traits: Aquatic, Wild
    At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
    When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
    Located here: Flenta, Bridge

    Swamp Card 1 - Andachi:
    Andachi
    Ally 5

    Traits
    Undead
    Ghost
    Aristocrat

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury A Divine Boon
    0

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

    Swamp Card 2:
    Foes On All Sides
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    None
    0

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

    Swamp Card 3:
    Obsession Of Servitude
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

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

    Swamp Card 4:
    Wraith
    Story Bane Monster 2

    Traits
    Undead
    Wraith
    Incorporeal
    Veteran

    Check
    Combat
    13+##
    OR
    Divine
    8+#

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

    Swamp Card 5:
    Disintegrate
    Spell 5

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    14

    Powers
    For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
    On a local check against a Lock or Obstacle barrier, banish to add 3d10.

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

    Swamp Card 6:
    Manananggal
    Monster 5

    Traits
    Undead

    Check
    Combat
    20
    THEN
    Combat
    20

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

    Swamp Card 7:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    You may not use powers to reroll dice.

    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.

    Swamp Card 8:
    Yzahnum The Efreeti
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    23

    Powers
    Before acting, roll 1d6.
    1–2. This monster is evaded; add the new location Twisting Passages and move to it.
    3–4. Treat every feat on your character and role card as unchecked until the end of the turn.
    5–6. Bury your discards, then discard your hand.
    If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia’s Mantle.

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

    Cliff
    Traits: Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M:3 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:1
    Located here: Al,

    Cliff Card 1 - Ember Ghoul:
    Ember Ghoul
    Monster 5

    Traits
    Undead
    Ghoul
    Fire

    Check
    Combat
    20

    Powers
    Immune to Fire, Mental, and Poison.
    Vulnerable to Cold.
    After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.

    Cliff Card 2:
    The All-seeing Eye
    Blessing 3

    Traits
    Deity: Nethys
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you would examine the top card of a location, you may examine the top 2 cards instead.

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

    Cliff Card 3:
    Wraith
    Story Bane Monster 2

    Traits
    Undead
    Wraith
    Incorporeal
    Veteran

    Check
    Combat
    13+##
    OR
    Divine
    8+#

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

    Cliff Card 4:
    Toad Demon
    Monster 6

    Traits
    Outsider
    Demon
    Aquatic

    Check
    Combat
    28

    Powers
    Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
    Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
    After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.

    Cliff Card 5:
    Blackjack’s Daggers
    Weapon 4

    Traits
    Loot
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic
    Blackjack

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    11

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

    Cliff Card 6:
    Emperor Scorpion
    Monster 4

    Traits
    Trigger
    Vermin
    Veteran

    Check
    Combat
    20

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

    Cliff Card 7:
    Stone-shard Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    14

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

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

    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:1 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
    Notes:

    Ruin Card 1 - Silver War Paint:
    Silver War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    5

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

    Ruin Card 2:
    Xenarth
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    24

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

    Ruin Card 3:
    False Heroes
    Barrier 6

    Traits
    Skirmish

    Check
    None
    0

    Powers
    Roll 1d4. Each local character summons and encounters the corresponding story bane:
    1. Bandit 3. Rescue 2. Cultist 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.

    Ruin Card 4:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Veteran

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

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

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

    Ruin Card 5:
    Wraith
    Story Bane Monster 2

    Traits
    Undead
    Wraith
    Incorporeal
    Veteran

    Check
    Combat
    13+##
    OR
    Divine
    8+#

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

    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: Val,

    Base Card 1:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

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

    Base Card 2:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

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

    Base Card 3:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

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


  • Flenta Deck Handler

    RETCON ACTIONS:
    So I forgot to re-roll my highest die because of the Scenario Power on non-Melee combat checks. My first check against the Troll was an Attack Spell.

    Arcane 20(8+12): 4 + 5 + 3 + 1d6 + 1 + 3 ⇒ 4 + 5 + 3 + (5) + 1 + 3 = 21
    OK. Nothing changes.
    OFF-TURN ACTIONS:
    Recharge Blessing of Shizuru for Quinn
    ========================
    Flenta starts her turn.
    Hour: Benefaction
    Hour Power:No effect.

    As I am enjoying my time with the Bridge, Quinn tells me that he sees what appears to be a ghostly figure off in the distance. It's weird how I never see Quinn and the Bridge at the same time anymore. The ghost looks friendly enough, but I'm not much for words. Not really wanting to talk to anyone else, especially a ghost, I decide head over to the Ruins.

    Move to Ruins

    Silver War Paint:

    Item 4
    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    5

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

    It doesn't have the magic trait, but my Melee is +5 so it's still an Auto-Acquire

    Acid Rain: 1d4 - 2 ⇒ (3) - 2 = 1
    Discard Belt of Charging as Acid Damage

    "

    Flenta wrote:

    Hand: Frost Lance +2, Shock Glaive +1, Dwarven Earthbreaker +1, Sadomasochism, Enervation,

    Displayed: Silver War Paint,
    Deck: 14 Discard: 2 Buried: 0
    Current Location: Ruins
    Hero Points: 9
    NOTES:
    Available Support: Enervation is Available
    Other: Paizo reroll used for scenario 6-6A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Rakshasa, Fireball Beads, Legionnaire Chaplain, Wand of Enervation, Belt of Physical Might, Embiggen, Jorgenfist Spear, Blessing of Angradd, Disintegrate, Impervious Fortress Plate
    Recharged: Mountain Pattern Armor, Flaming Longsword +3, Good Omen, Blessing of Shizuru,
    Discard Pile: Gem of Physical Prowess, Belt of Charging,
    Buried Pile:

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

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

    "


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

    Rovagug’s Destruction. WHEN THIS IS THE HOUR: On your check, you may banish a random blessing from your discards to bless.

    Of the many spooks wandering the bog, only one seems to be friendly. It edges closer, mouthing silent words.

    Stay at Swamp, encounter Andachi.

    Dip 12 w/ recharged whisper, drawn armor, reloaded rapier: 2d6 + 4 + 2d4 ⇒ (6, 5) + 4 + (4, 2) = 21 - ally 5 acquired

    The spectral recruit motions to the east, indicating a point of interest.

    Discard Darb to explore again, encounter Foes on All Sides barrier. Darb recharged. Fighting the Danger: Wraith.

    The spectral companion undergoes a hideous transformation and turns on the investigator, claws lashing at his throat.

    Asking for Flenta's Enervation.

    Combat reduction?: 2d4 ⇒ (3, 1) = 4

    Wraith:
    Wraith
    Story Bane Monster 2

    Traits
    Undead
    Wraith
    Incorporeal
    Veteran

    Check
    Combat
    13+##
    OR
    Divine
    8+#

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

    Combat 27 (13+12+6-4) w/ chain (reloading Andachi), my Carnival: 1d10 + 1d8 + 13 + 1d10 ⇒ (4) + (8) + 13 + (5) = 30 (8 becomes a 12; result = 34); barrier defeated, Carnival healed

    EOT examine of Swamp: Obsession of Servitude (barrier 5). EOT ablaze damage?: 1d4 - 2 ⇒ (4) - 2 = 2 - discarding poison, kukri

    Quinn wrote:

    Hand: The Carnival, Keen Spiked Chain, Liquid Courage, Twitch Tonic (Core), Whisper of the First Lie, Blackjack's Rapier, Zellara, Silver War Paint,

    Displayed: Glamered Leather Armor, Slick Leather,
    Deck: 10 Discard: 3 Buried: 0
    Hero Points: 7
    "NOTES:
    Available Support: Any item buries to add 1d8+4 vs. local barrier. "

    Skills and Powers:
    SKILLS

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

    Top card of Swamp is barrier 5. Flenta's Enervation used.


    Flenta Deck Handler

    OFF-TURN ACTION
    Banish Enervation and recharge Safe Haven as a NEW CARD from the box


    Deck Handler

    Hourglass Discard: The Empty Throne
    WHEN THIS IS THE HOUR: On your check, you may banish a boon to reroll a die.
    Move: Moving to the Ruin to meet back up with Flenta

    Explore: Xenarth
    Before acting, each local character suffers 2 Acid Damage.
    Drawing Angelic armor and discarding fortified beastplate for the acid damage. Reveal belt and discard ukwar axe, reload breakaway spear
    Combat 24: 1d10 + 5 + 1d8 + 2 + 1d8 + 1d4 + 1d6 ⇒ (9) + 5 + (1) + 2 + (8) + (1) + (2) = 28
    Xenarth defeated.

    End of Turn Actions: Recharge Ukwar Axe

    Ablaze: 1d4 - 2 ⇒ (4) - 2 = 2
    Draw angelic armor and discard belt of physical might for damage

    "

    Valeros wrote:

    Hand: Blessing of Shizuru, Angelic Armor (Loot), Jorgenfist Spear, Viking Shieldmaster, Breakaway Spear,

    Displayed: Shoanti Barbarian Hide, Boors,
    Deck: 15 Discard: 2 Buried: 0
    Current Location: Ruin
    Hero Points Available: 4/5
    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).
    Other: I can avenge by discarding. Feel free to use my blessing(s).

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Surgeon, Soldier (Core), Ashbringer, Frost Lance +2, Spirit Sword, Blessing of Angradd, Blessing of Abadar, Retriever, Ring of Stony Flesh, Flaming Longsword +3, Greatclub +3, Hat of Glamour, Silken Ceremonial Armor
    Recharged: Evangelist, Ukwar Axe (Loot),
    Discard Pile: Fortified Breastplate, Belt of Physical Might (Curse),
    Buried Pile:

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

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

    "


    Flenta Deck Handler

    Discard Shock Glaive and Earthbreaker as BYA damage on Val's turn.

    "

    Flenta wrote:

    Hand: Frost Lance +2, Sadomasochism,

    Displayed: Silver War Paint,
    Deck: 15 Discard: 4 Buried: 0
    Current Location: Ruins
    Hero Points: 9
    NOTES:
    Available Support:
    Other: Paizo reroll used for scenario 6-6A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fireball Beads, Embiggen, Blessing of Angradd, The Rakshasa, Belt of Physical Might, Legionnaire Chaplain, Impervious Fortress Plate, Disintegrate, Jorgenfist Spear, Wand of Enervation
    Recharged: Mountain Pattern Armor, Flaming Longsword +3, Good Omen, Blessing of Shizuru, Safe Haven,
    Discard Pile: Gem of Physical Prowess, Belt of Charging, Shock Glaive +1, Dwarven Earthbreaker +1,
    Buried Pile:

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

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

    "


    Radillo's Deck Manager

    The hour of The Desert
    When this is the hour: When you move during your move step, bury a card.
    Remain at Bridge

    Explore:

    Locked Door:
    Barrier 1
    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

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

    Fire Snake to recovery. Examine bottom card of deck and draw Meteor Swarm to hand. Create Mindscape and Spellbook add d4s.
    Disable (Arcane) 6+#=12: 1d10 + 7 + 2d4 ⇒ (6) + 7 + (2, 3) = 18 defeated & banished

    End turn. Auto-succeed at Fire Snake recovery with 1d10+7+2d4 for Arcane check.
    Shuffle hand into deck at end of turn to remove Dazed scourge.
    Ablaze Acid damage: 1d4 - 2 ⇒ (1) - 2 = -1

    Radillo wrote:

    Hand: Channel the Gift, Magical Mansion, Embiggen, The Foreign Trader, Blessing of the Master of Masters, Pharasma's Knowing (Loot), The Courtesan (acquired),

    Displayed: Create Mindscape,
    Deck: 11 Discard: 5 Buried: 4
    Current Location: Bridge
    Hero Points: 9
    NOTES:
    Available Support: Blessing of the Master of Masters available. The Foreign Trader and Embiggen available locally.
    Other: Dice Re-Roll Used for 6A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Binder's Tome, Salvator Scream, Cloudburst, Wand of Enervation, Spellbook, Meteor Swarm (acquired), Acadamae Scholar, Fire Snake, Chain Lightning, Sand Elemental, Bound Imp
    Recharged:
    Discard Pile: Disintegrate, The Joke (acquired), The Queen Mother (acquired), Death's Touch, Cleric of Nethys,
    Buried Pile: Aviva Rocovick (Supporter), Steal Soul (Loot), Ketrik (Supporter), Greater Bolstering Armor (acquired),

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

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


    During This Adventure: Adventure 6: Death's Vengeance
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
  • Scenarios 6C1: An Unlikely Alliance and 6C2: Backstabbed present a choice for the party regarding how to approach the Red Mantis assassins. Run only one of these scenarios: An Unlikely Alliance if the party wishes to parley with the assassins, or Backstabbed if they choose to fight them. Scenario 6D: The Demilich’s Domain is the standard conclusion to the Year of Rotting Ruin. Characters who have completed this adventure who wish to explore Trazavai’s soul-mist can continue to the optional scenario 6E: The Lich’s Legacy. That scenario is not required to earn the adventure or Adventure Path rewards.
  • After you use the Base's power to recharge cards, you may move or shuffle your deck. (4A Reward)
  • When you close a location and move to the Base, you may immediately explore it once. (4B Reward)

    During This Scenario: 6-6A: Storm of Ravenous Shadows

  • Harrow suit: Keys
    SETUP:
  • Add the Perils wildcard Ablaze. All Ablaze damage is Acid damage.
  • After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.

    STORY BANES:

  • Danger: Wraith
  • Villain: Graveknight
  • Closing Henchmen: Mandraivus, Wraith-Proxy A.

    DURING THIS SCENARIO:

  • When you examine a location, you may only examine the top card.
  • When you would guard your location, you may bury the top 1d4 cards of your deck; if you do not, or if you die while doing so, your location is unguarded.
  • On your non-Melee combat check. reroll 1 of the dice showing the highest result.
  • Ablaze: At the end of your turn, suffer 1d4-2 Fire Acid damage.
    Aviva Rocovick:
    Aviva Rocovick
    Supporter 6

    Traits
    Human
    Arcanist

    Check
    NONE

    Powers
    Display. While displayed:
    • You may bury to draw 2 new Arcane spells, then banish 1 of them.
    • □ You may bury to examine the top 3 cards of your location, then you may shuffle them into your location.


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

    Random Monsters:
    Monster 1
    Spoiler:
    Gray Maiden Footsoldier
    Monster 2

    Traits
    Human
    Fighter
    Gray Maiden
    Veteran

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

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

    Monster 2
    Spoiler:
    Bloodbug Swarm
    Monster 4

    Traits
    Animal
    Swarm

    Check
    Combat
    10
    THEN
    Combat
    11
    THEN
    Combat
    12

    Powers
    Vulnerable to Attack.
    If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.

    Monster 3
    Spoiler:
    Shining Child
    Monster 5

    Traits
    Outsider
    Fire

    Check
    Combat
    20

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

    Monster 4
    Spoiler:
    Dybbuk
    Monster 5

    Traits
    Undead
    Incorporeal

    Check
    Combat
    22

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

    Monster 5
    Spoiler:
    Xenarth
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    24

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    Cursed Statue
    Barrier 5

    Traits
    Trigger
    Curse

    Check
    Wisdom
    Disable
    Perception
    10

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

    Barrier 3
    Spoiler:
    Haunt
    Barrier 2

    Traits
    Task
    Undead
    Veteran
    Trigger

    Check
    Charisma
    Diplomacy
    8+#
    OR
    Divine
    6+#

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

    Barrier 4
    Spoiler:
    Vortex Of Madness
    Barrier 4

    Traits
    Trigger
    Curse
    Undead

    Check
    Intelligence
    Perception
    11
    OR
    Wisdom
    Divine
    13

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

    Barrier 5
    Spoiler:
    Crematory Blast
    Barrier 5

    Traits
    Trap
    Fire
    Undead

    Check
    Intelligence
    Perception
    10
    OR
    Constitution
    Fortitude
    12

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Deathbane Throwing Axe
    Weapon 5

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    13

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

    Weapon 2
    Spoiler:
    Serithtial
    Weapon 6

    Traits
    Loot
    Sword
    Melee
    Slashing
    2-handed
    Finesse
    Magic

    Check
    Strength
    Acrobatics
    Melee
    19

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
    After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
    When rebuilding, you may treat this weapon as an ally.

    Weapon 3
    Spoiler:
    Fury’s Trident
    Weapon 6

    Traits
    Spear
    Melee
    Ranged
    Fire
    Magic

    Check
    Strength
    Melee
    Ranged
    Survival
    16

    Powers
    For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
    On a local combat check, freely discard to add 1d8 and the Fire trait.
    You may use this power even if you have previously revealed this card on this check.

    Weapon 4
    Spoiler:
    Horrorbane Heavy Pick
    Weapon 5

    Traits
    Pick
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    13

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

    Weapon 5
    Spoiler:
    Verminbane Warhammer
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    14

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

    Random Spells:
    Spell 1
    Spoiler:
    Death’s Touch
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Undead

    Check
    Intelligence
    Arcane
    11
    OR
    Wisdom
    Divine
    13

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

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

    Spell 2
    Spoiler:
    Dominate
    Spell 6

    Traits
    Magic
    Arcane
    Divine
    Attack
    Mental

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    13

    Powers
    When you encounter a monster, banish to evade it, then search your location for a boon and draw it.

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

    Spell 3
    Spoiler:
    Enervation
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    On any combat check, freely banish to decrease the difficulty by 2d4.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.

    Spell 4
    Spoiler:
    Major Harrowing
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    14

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

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

    Spell 5
    Spoiler:
    Shapechange
    Spell 6

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    13

    Powers
    At the start of your turn, choose 1. Until the start of the next turn:
    ˚ Your Strength, Dexterity, and Constitution skills are 1d12+2.
    ˚ Your hand size is 3.
    ˚ Your hand size is 7.
    ˚ Your hand size is 10.
    • At the end of the scenario, banish; if proficient, discard instead.

    Random Armors:
    Armor 1
    Spoiler:
    Totem Klar
    Armor 4

    Traits
    Shield
    Offhand
    Piercing
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    11

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

    Armor 2
    Spoiler:
    Bearskin Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 3
    Spoiler:
    Mantle Of Life
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    13

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

    Armor 4
    Spoiler:
    Moon Maiden Armor
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 5
    Spoiler:
    Dread Helm
    Armor 5

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Divine
    Fortitude
    12

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

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

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    13

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

    Item 2
    Spoiler:
    Red War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    7

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

    Item 3
    Spoiler:
    Ring Of Immolation
    Item 5

    Traits
    Accessory
    Fire
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    8
    OR
    Intelligence
    Arcane
    9

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

    Item 4
    Spoiler:
    Lyre Of Storms
    Item 6

    Traits
    Instrument
    Magic

    Check
    Charisma
    Divine
    12

    Powers
    On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
    At the end of any turn, discard this card to let any number of other characters move.

    Item 5
    Spoiler:
    Blackjack’s Gear
    Item 4

    Traits
    Loot
    Clothing
    Magic
    Blackjack

    Check
    Dexterity
    Disable
    10
    OR
    Wisdom
    Perception
    13

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

    Random Allies:
    Ally 1
    Spoiler:
    Aerilaya
    Ally 5

    Traits
    Undead
    Banshee
    Barbarian

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury A Weapon
    0

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

    Ally 2
    Spoiler:
    Hippogriff Fledgling
    Ally 4

    Traits
    Animal
    Mount

    Check
    Wisdom
    Survival
    11

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

    Ally 3
    Spoiler:
    Lyrune-quah Moon Maiden
    Ally 5

    Traits
    Loot
    Human
    Barbarian
    Respect

    Check
    Charisma
    Diplomacy
    11
    OR
    Summon And Defeat A Monster
    0

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

    Ally 4
    Spoiler:
    Formian Myrmidon
    Ally 6

    Traits
    Formian
    Aristocrat

    Check
    Intelligence
    Knowledge
    15
    OR
    Charisma
    Diplomacy
    14

    Powers
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

    Ally 5
    Spoiler:
    Jasan Adriel
    Ally 4

    Traits
    Human
    Spy

    Check
    Charisma
    Diplomacy
    11
    OR
    Knowledge
    10

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 2
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 3
    Spoiler:
    Blackfingers
    Blessing 3

    Traits
    Deity: Norgorber
    Divine

    Check
    Craft
    Divine
    Stealth
    8

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

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

    Blessing 4
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessing 5
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

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

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

    Turn: 19 Alahazra/magi210

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

    Top Blessing:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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


    Blessings Remaining: 7
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 20 Flenta)
    Spoiler:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

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

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

    Blessings Deck Card 2 (Turn 21 Bridge)
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

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

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

    Blessings Deck Card 3 (Turn 22 Valaros)
    Spoiler:
    Asmodeus’s Tyranny
    Blessing 2

    Traits
    Deity: Asmodeus
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    5+#

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

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

    Blessings Deck Card 4 (Turn 23 Radillo)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 5 (Turn 24 Alahazra)
    Spoiler:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The difficulty of your non-combat check against a bane is increased by 3.

    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.

    Blessings Deck Card 6 (Turn 25 Flenta)
    Spoiler:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

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

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

    Blessings Deck Card 7 (Turn 26 Bridge)
    Spoiler:
    The Carnival
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Acrobatics
    4+#

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

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

    Bridge
    Traits: Urban
    At This Location: Non-story banes cannot be evaded.
    When Closing: Bury an ally.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
    Located here: Rad,
    Notes: Create Mindscape displayed

    Bridge Card 1:
    Landshark Whelp
    Ally 4

    Traits
    Aberration

    Check
    Wisdom
    Survival
    9

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

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

    Bridge Card 2:
    Cytillipede
    Monster 4

    Traits
    Vermin

    Check
    Combat
    16

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

    Bridge Card 3:
    Graveknight
    Story Bane Monster 6

    Traits
    Monster
    Undead

    Check
    Combat
    12+##
    OR
    Divine
    9+#

    Powers
    Roll 1d4. This monster gains the trait, is immune to, and all damage is:
    1. Acid 3. Electricity
    2. Cold 4. Fire
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, a random character summons and encounters a random Undead story bane. Then, each local character suffers 1d4 damage.

    Bridge Card 4:
    Breath Of Life
    Spell 5

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    13

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

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

    Bridge Card 5:
    The Hidden Truth
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you examine cards this turn, heal 1d4-1 cards.

    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.

    Bridge Card 6:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

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

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

    Swamp
    Traits: Aquatic, Wild
    At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
    When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
    When Permanently Closed: No effect.
    M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Bridge

    Swamp Card 1 - Obsession Of Servitude:
    Obsession Of Servitude
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

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

    Swamp Card 2:
    Wraith
    Story Bane Monster 2

    Traits
    Undead
    Wraith
    Incorporeal
    Veteran

    Check
    Combat
    13+##
    OR
    Divine
    8+#

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

    Swamp Card 3:
    Disintegrate
    Spell 5

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    14

    Powers
    For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
    On a local check against a Lock or Obstacle barrier, banish to add 3d10.

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

    Swamp Card 4:
    Manananggal
    Monster 5

    Traits
    Undead

    Check
    Combat
    20
    THEN
    Combat
    20

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

    Swamp Card 5:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    You may not use powers to reroll dice.

    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.

    Swamp Card 6:
    Yzahnum The Efreeti
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    23

    Powers
    Before acting, roll 1d6.
    1–2. This monster is evaded; add the new location Twisting Passages and move to it.
    3–4. Treat every feat on your character and role card as unchecked until the end of the turn.
    5–6. Bury your discards, then discard your hand.
    If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia’s Mantle.

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

    Cliff
    Traits: Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M:3 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:1
    Located here: Al,

    Cliff Card 1 - Ember Ghoul:
    Ember Ghoul
    Monster 5

    Traits
    Undead
    Ghoul
    Fire

    Check
    Combat
    20

    Powers
    Immune to Fire, Mental, and Poison.
    Vulnerable to Cold.
    After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.

    Cliff Card 2:
    The All-seeing Eye
    Blessing 3

    Traits
    Deity: Nethys
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you would examine the top card of a location, you may examine the top 2 cards instead.

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

    Cliff Card 3:
    Wraith
    Story Bane Monster 2

    Traits
    Undead
    Wraith
    Incorporeal
    Veteran

    Check
    Combat
    13+##
    OR
    Divine
    8+#

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

    Cliff Card 4:
    Toad Demon
    Monster 6

    Traits
    Outsider
    Demon
    Aquatic

    Check
    Combat
    28

    Powers
    Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
    Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
    After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.

    Cliff Card 5:
    Blackjack’s Daggers
    Weapon 4

    Traits
    Loot
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic
    Blackjack

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    11

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

    Cliff Card 6:
    Emperor Scorpion
    Monster 4

    Traits
    Trigger
    Vermin
    Veteran

    Check
    Combat
    20

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

    Cliff Card 7:
    Stone-shard Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    14

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

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

    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:0 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Val, Flenta,
    Notes:

    Ruin Card 1:
    False Heroes
    Barrier 6

    Traits
    Skirmish

    Check
    None
    0

    Powers
    Roll 1d4. Each local character summons and encounters the corresponding story bane:
    1. Bandit 3. Rescue 2. Cultist 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.

    Ruin Card 2:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Veteran

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

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

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

    Ruin Card 3:
    Wraith
    Story Bane Monster 2

    Traits
    Undead
    Wraith
    Incorporeal
    Veteran

    Check
    Combat
    13+##
    OR
    Divine
    8+#

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

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

    Base Card 1:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

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

    Base Card 2:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

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

    Base Card 3:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

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

  • Scarab Sages

    Deck Handler Oracle

    Turn 19 Incitation
    WHEN THIS IS THE HOUR
    No effect.

    SoT: Examine Ember Ghoul. Draw Blessing of the Lady of Graves.

    Move: Bridge

    Free Explore: Landshark Whelp (Wisdom 9)

    Wisdom 9: 1d6 + 1d4 ⇒ (2) + (3) = 5 -> Discarded

    Discard Blessing of the Spellbound to explore again.

    Explore 2: Cytillipede (Combat 16)
    BYA: Fortitude 7: 1d8 + 2 ⇒ (5) + 2 = 7 -> Success

    Play Icy Prison
    +1d4 for mindscape and tome

    Combat 16: 1d12 + 6 + 4d6 + 1d4 + 1d4 ⇒ (7) + 6 + (4, 6, 6, 4) + (1) + (1) = 35
    Reroll 1d12 per scenario: 1d12 ⇒ 5 -> Defeated.

    Play Restorative Touch and Heal: 1d4 + 1 ⇒ (2) + 1 = 3 -> Wayfarer, Vampire Bat, Eternal Rose

    Ablaze damage: 1d4 - 2 ⇒ (3) - 2 = 1 -> Discard Channel the Gift

    Recover Restorative touch 10: 1d12 + 6 + 1d4 + 1d4 ⇒ (6) + 6 + (4) + (1) = 17 -> Recharge
    Recover Icy Prison 14: 1d12 + 6 + 1d4 + 1d4 ⇒ (2) + 6 + (4) + (1) = 13 -> Discard

    EoT: Examine top card: Graveknight

    "

    Alahazra wrote:

    Hand: Mist Horn, Fire Snake, Blessing of Abraxis, Cleric of Nethys, Binders Tome, Blessing of the Lady of Graves,
    Displayed:
    Deck: 9 Discard: 8 Buried: 0
    Hero Points: 7
    NOTES:
    Available Support: Binder's tome adds 1d4 to local combat or charisma checks on reveal. (Adds mental trait)
    Movement: Feel free to use blessings.
    Other: Shirt reroll used.

    Skills and Powers:
    SKILLS

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

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

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

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

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

    "


    During This Adventure: Adventure 6: Death's Vengeance
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
  • Scenarios 6C1: An Unlikely Alliance and 6C2: Backstabbed present a choice for the party regarding how to approach the Red Mantis assassins. Run only one of these scenarios: An Unlikely Alliance if the party wishes to parley with the assassins, or Backstabbed if they choose to fight them. Scenario 6D: The Demilich’s Domain is the standard conclusion to the Year of Rotting Ruin. Characters who have completed this adventure who wish to explore Trazavai’s soul-mist can continue to the optional scenario 6E: The Lich’s Legacy. That scenario is not required to earn the adventure or Adventure Path rewards.
  • After you use the Base's power to recharge cards, you may move or shuffle your deck. (4A Reward)
  • When you close a location and move to the Base, you may immediately explore it once. (4B Reward)

    During This Scenario: 6-6A: Storm of Ravenous Shadows

  • Harrow suit: Keys
    SETUP:
  • Add the Perils wildcard Ablaze. All Ablaze damage is Acid damage.
  • After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.

    STORY BANES:

  • Danger: Wraith
  • Villain: Graveknight
  • Closing Henchmen: Mandraivus, Wraith-Proxy A.

    DURING THIS SCENARIO:

  • When you examine a location, you may only examine the top card.
  • When you would guard your location, you may bury the top 1d4 cards of your deck; if you do not, or if you die while doing so, your location is unguarded.
  • On your non-Melee combat check. reroll 1 of the dice showing the highest result.
  • Ablaze: At the end of your turn, suffer 1d4-2 Fire Acid damage.
    Aviva Rocovick:
    Aviva Rocovick
    Supporter 6

    Traits
    Human
    Arcanist

    Check
    NONE

    Powers
    Display. While displayed:
    • You may bury to draw 2 new Arcane spells, then banish 1 of them.
    • □ You may bury to examine the top 3 cards of your location, then you may shuffle them into your location.


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

    Random Monsters:
    Monster 1
    Spoiler:
    Zombie
    Monster 0

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9+##

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

    Monster 2
    Spoiler:
    Bloodbug Swarm
    Monster 4

    Traits
    Animal
    Swarm

    Check
    Combat
    10
    THEN
    Combat
    11
    THEN
    Combat
    12

    Powers
    Vulnerable to Attack.
    If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.

    Monster 3
    Spoiler:
    Ash Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    22

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

    Monster 4
    Spoiler:
    Warsworn
    Monster 6

    Traits
    Undead

    Check
    Combat
    26

    Powers
    Immune to Mental and Poison.
    Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
    If undefeated, suffer the scourge Drained.

    Monster 5
    Spoiler:
    Wyvern
    Monster 4

    Traits
    Dragon

    Check
    Combat
    18
    OR
    Survival
    12

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

    Powers
    When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
    If undefeated, suffer the scourge Exhausted.
    If defeated, you may examine the top 2 cards of your location.

    Barrier 2
    Spoiler:
    Warning Bells
    Barrier 5

    Traits
    Trigger
    Curse
    Undead

    Check
    Constitution
    Fortitude
    13
    OR
    Intelligence
    Perception
    15

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

    Barrier 3
    Spoiler:
    Burning Tar
    Barrier 0

    Traits
    Obstacle
    Fire
    Veteran

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

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

    Barrier 4
    Spoiler:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

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

    Barrier 5
    Spoiler:
    Friendly Game Of Sredna
    Barrier 4

    Traits
    Task
    Respect

    Check
    Strength
    7
    OR
    Constitution
    Fortitude
    12

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Deathbane Sling
    Weapon 5

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
    On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.

    Weapon 2
    Spoiler:
    Dancing Dagger
    Weapon 6

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    17

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
    On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Weapon 3
    Spoiler:
    Fury’s Trident
    Weapon 6

    Traits
    Spear
    Melee
    Ranged
    Fire
    Magic

    Check
    Strength
    Melee
    Ranged
    Survival
    16

    Powers
    For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
    On a local combat check, freely discard to add 1d8 and the Fire trait.
    You may use this power even if you have previously revealed this card on this check.

    Weapon 4
    Spoiler:
    Sawtooth Saber
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Red Mantis
    Veteran

    Check
    Strength
    Acrobatics
    Melee
    13

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

    Weapon 5
    Spoiler:
    Returning Totem Spear
    Weapon 4

    Traits
    Spear
    Melee
    Ranged
    2-handed
    Respect
    Magic

    Check
    Strength
    Melee
    12
    OR
    Dexterity
    Ranged
    Survival
    14

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

    Random Spells:
    Spell 1
    Spoiler:
    Death’s Touch
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Undead

    Check
    Intelligence
    Arcane
    11
    OR
    Wisdom
    Divine
    13

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

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

    Spell 2
    Spoiler:
    Scrying
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    14
    OR
    Wisdom
    Divine
    13

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

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

    Spell 3
    Spoiler:
    Instrument Of Agony
    Spell 4

    Traits
    Magic
    Divine
    Veteran

    Check
    Wisdom
    Divine
    10

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

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

    Spell 4
    Spoiler:
    Dominate
    Spell 6

    Traits
    Magic
    Arcane
    Divine
    Attack
    Mental

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    13

    Powers
    When you encounter a monster, banish to evade it, then search your location for a boon and draw it.

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

    Spell 5
    Spoiler:
    Corrosive Storm
    Spell 6

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    13

    Powers
    Freely display. While displayed:
    • On combat checks, add 2d6 and the Acid trait.
    • At the end of the turn, banish; each other character suffers 1 Acid damage.

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

    Random Armors:
    Armor 1
    Spoiler:
    Mantle Of Life
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    13

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

    Armor 2
    Spoiler:
    Hellknight Plate
    Armor 6

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    13

    Powers
    Display. While displayed:
    • When you suffer any damage, you may draw this card to reduce it by 2.
    • When you suffer Combat damage, you may draw this card to reduce it by 3.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    • On your combat or Diplomacy check, you may discard to add 1d10.

    Armor 3
    Spoiler:
    Mantle Of Faith
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    15

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    • When you suffer any damage, you may bury to reduce it to 0.
    • On a local check against a story bane, you may freely discard to add your Divine modifier.

    Armor 4
    Spoiler:
    Bearskin Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 5
    Spoiler:
    Totem Klar
    Armor 4

    Traits
    Shield
    Offhand
    Piercing
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    11

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

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

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    7

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

    Item 2
    Spoiler:
    Wand Of Flame
    Item 2

    Traits
    Wand
    Magic
    Arcane
    Divine
    Attack
    Fire
    Veteran

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    11

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

    Item 3
    Spoiler:
    Blackjack’s Gear
    Item 4

    Traits
    Loot
    Clothing
    Magic
    Blackjack

    Check
    Dexterity
    Disable
    10
    OR
    Wisdom
    Perception
    13

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

    Item 4
    Spoiler:
    Scabbard Of Keen Edges
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Craft
    12

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

    Item 5
    Spoiler:
    Staff Of Greater Healing
    Item 6

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    14

    Powers
    At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
    Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.

    Random Allies:
    Ally 1
    Spoiler:
    Aerilaya
    Ally 5

    Traits
    Undead
    Banshee
    Barbarian

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury A Weapon
    0

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

    Ally 2
    Spoiler:
    Salvator Scream
    Ally 4

    Traits
    Loot
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    10
    OR
    Knowledge
    9

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

    Ally 3
    Spoiler:
    Formian Myrmidon
    Ally 6

    Traits
    Formian
    Aristocrat

    Check
    Intelligence
    Knowledge
    15
    OR
    Charisma
    Diplomacy
    14

    Powers
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

    Ally 4
    Spoiler:
    Lyrune-quah Truthspeaker
    Ally 4

    Traits
    Human
    Oracle
    Respect

    Check
    Charisma
    Diplomacy
    Divine
    12
    OR
    Recharge A Respect Boon
    0

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

    Ally 5
    Spoiler:
    Sklar-quah Thundercaller
    Ally 4

    Traits
    Human
    Skald
    Respect

    Check
    Charisma
    Diplomacy
    11
    OR
    Summon And Defeat A Barrier
    0

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

    Random Blessings:
    Blessing 1
    Spoiler:
    The Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a local character fails to acquire a boon, you may bury a card to encounter it.

    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.

    Blessing 2
    Spoiler:
    The Prince Of Pain
    Blessing 3

    Traits
    Deity: Zon-kuthon
    Divine

    Check
    Constitution
    Divine
    Fortitude
    8

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

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

    Blessing 3
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    Blessing 4
    Spoiler:
    The Real Rabbit Prince
    Blessing P1

    Traits
    Suit:Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    6+#

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

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

    Blessing 5
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard an ally, recharge it instead.

    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.

    Turn: 20 Flenta/Gimry

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

    Top Blessing:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

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

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


    Blessings Remaining: 6
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 21 Bridge)
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

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

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

    Blessings Deck Card 2 (Turn 22 Valaros)
    Spoiler:
    Asmodeus’s Tyranny
    Blessing 2

    Traits
    Deity: Asmodeus
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    5+#

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

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

    Blessings Deck Card 3 (Turn 23 Radillo)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 4 (Turn 24 Alahazra)
    Spoiler:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The difficulty of your non-combat check against a bane is increased by 3.

    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.

    Blessings Deck Card 5 (Turn 25 Flenta)
    Spoiler:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

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

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

    Blessings Deck Card 6 (Turn 26 Bridge)
    Spoiler:
    The Carnival
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Acrobatics
    4+#

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

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

    Bridge
    Traits: Urban
    At This Location: Non-story banes cannot be evaded.
    When Closing: Bury an ally.
    When Permanently Closed: No effect.
    M:0 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Rad, Al,
    Notes: Create Mindscape displayed

    Bridge Card 1 - Graveknight:
    Graveknight
    Story Bane Monster 6

    Traits
    Monster
    Undead

    Check
    Combat
    12+##
    OR
    Divine
    9+#

    Powers
    Roll 1d4. This monster gains the trait, is immune to, and all damage is:
    1. Acid 3. Electricity
    2. Cold 4. Fire
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, a random character summons and encounters a random Undead story bane. Then, each local character suffers 1d4 damage.

    Bridge Card 2:
    Breath Of Life
    Spell 5

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    13

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

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

    Bridge Card 3:
    The Hidden Truth
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you examine cards this turn, heal 1d4-1 cards.

    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.

    Bridge Card 4:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

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

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

    Swamp
    Traits: Aquatic, Wild
    At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
    When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
    When Permanently Closed: No effect.
    M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Bridge

    Swamp Card 1 - Obsession Of Servitude:
    Obsession Of Servitude
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

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

    Swamp Card 2:
    Wraith
    Story Bane Monster 2

    Traits
    Undead
    Wraith
    Incorporeal
    Veteran

    Check
    Combat
    13+##
    OR
    Divine
    8+#

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

    Swamp Card 3:
    Disintegrate
    Spell 5

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    14

    Powers
    For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
    On a local check against a Lock or Obstacle barrier, banish to add 3d10.

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

    Swamp Card 4:
    Manananggal
    Monster 5

    Traits
    Undead

    Check
    Combat
    20
    THEN
    Combat
    20

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

    Swamp Card 5:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    You may not use powers to reroll dice.

    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.

    Swamp Card 6:
    Yzahnum The Efreeti
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    23

    Powers
    Before acting, roll 1d6.
    1–2. This monster is evaded; add the new location Twisting Passages and move to it.
    3–4. Treat every feat on your character and role card as unchecked until the end of the turn.
    5–6. Bury your discards, then discard your hand.
    If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia’s Mantle.

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

    Cliff
    Traits: Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M:3 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:1

    Cliff Card 1 - Ember Ghoul:
    Ember Ghoul
    Monster 5

    Traits
    Undead
    Ghoul
    Fire

    Check
    Combat
    20

    Powers
    Immune to Fire, Mental, and Poison.
    Vulnerable to Cold.
    After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.

    Cliff Card 2:
    The All-seeing Eye
    Blessing 3

    Traits
    Deity: Nethys
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you would examine the top card of a location, you may examine the top 2 cards instead.

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

    Cliff Card 3:
    Wraith
    Story Bane Monster 2

    Traits
    Undead
    Wraith
    Incorporeal
    Veteran

    Check
    Combat
    13+##
    OR
    Divine
    8+#

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

    Cliff Card 4:
    Toad Demon
    Monster 6

    Traits
    Outsider
    Demon
    Aquatic

    Check
    Combat
    28

    Powers
    Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
    Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
    After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.

    Cliff Card 5:
    Blackjack’s Daggers
    Weapon 4

    Traits
    Loot
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic
    Blackjack

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    11

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

    Cliff Card 6:
    Emperor Scorpion
    Monster 4

    Traits
    Trigger
    Vermin
    Veteran

    Check
    Combat
    20

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

    Cliff Card 7:
    Stone-shard Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    14

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

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

    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:0 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Val, Flenta,
    Notes:

    Ruin Card 1:
    False Heroes
    Barrier 6

    Traits
    Skirmish

    Check
    None
    0

    Powers
    Roll 1d4. Each local character summons and encounters the corresponding story bane:
    1. Bandit 3. Rescue 2. Cultist 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.

    Ruin Card 2:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Veteran

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

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

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

    Ruin Card 3:
    Wraith
    Story Bane Monster 2

    Traits
    Undead
    Wraith
    Incorporeal
    Veteran

    Check
    Combat
    13+##
    OR
    Divine
    8+#

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

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

    Base Card 1:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

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

    Base Card 2:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

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

    Base Card 3:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

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


  • Flenta Deck Handler

    With the Villain in sight, it's time to make our final preparations.

    Move to Cliffs to guard

    Ablaze Damage: 1d4 - 2 ⇒ (1) - 2 = -1

    I drew the Wand of Enervation if we need it for any of the fights.

    "

    Flenta wrote:

    Hand: Frost Lance +2, Disintegrate, Sadomasochism, Belt of Physical Might, Wand of Enervation,

    Displayed: Silver War Paint,
    Deck: 12 Discard: 4 Buried: 0
    Current Location: Cliffs
    Hero Points: 9
    NOTES:
    Other: Paizo reroll used for scenario 6-6A?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Angradd, The Rakshasa, Legionnaire Chaplain, Impervious Fortress Plate, Fireball Beads, Jorgenfist Spear, Embiggen
    Recharged: Mountain Pattern Armor, Flaming Longsword +3, Good Omen, Blessing of Shizuru, Safe Haven,
    Discard Pile: Gem of Physical Prowess, Belt of Charging, Shock Glaive +1, Dwarven Earthbreaker +1,
    Buried Pile:

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

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

    "


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

    Hour: Bridge is a Liar!

    Move to Base, get Pathfinder Chronicler, and recharge every non-blessing in my hand. Per 4A reward, move back to Swamp.

    Ablaze damage?: 1d4 - 2 ⇒ (3) - 2 = 1 - bury Slick Armor to reduce to 0

    Quinn wrote:

    Hand: The Carnival, Ambrosia, Humanbane Rapier, Master of Masters, Cerulean Mastermind, Andachi, Darb Tuttle, The Publican,

    Displayed: Glamered Leather Armor, Pathfinder Chronicler
    Deck: 10 Discard: 3 Buried: 1
    Hero Points: 7
    "NOTES:
    Available Support: Any item buries to add 1d8+4 vs. local barrier. "

    Skills and Powers:
    SKILLS

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

    Quinn will shuffle a new monster into every location to guard. Feel free to bot.


    Deck Handler

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

    Bury Boors to draw a new weapon from the box - Deathbane Sling

    End of Turn Actions:
    Ablaze: 1d4 - 2 ⇒ (3) - 2 = 1 Discard - Jorgenfist Spear
    Recharge Fortified Breastplate.

    "

    Valeros wrote:

    Hand: Blessing of Shizuru, Angelic Armor (Loot), Soldier (Core), Viking Shieldmaster, Breakaway Spear,

    Displayed: Shoanti Barbarian Hide,
    Deck: 15 Discard: 2 Buried: 1
    Current Location: Ruin
    Hero Points Available: 4/5
    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 (0 available).
    Other: I can avenge by discarding. Feel free to use my blessing(s).

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Surgeon, Hat of Glamour, Ashbringer, Flaming Longsword +3, Greatclub +3, Ring of Stony Flesh, Frost Lance +2, Spirit Sword, Blessing of Abadar, Silken Ceremonial Armor, Blessing of Angradd, Retriever
    Recharged: Evangelist, Ukwar Axe (Loot), Fortified Breastplate,
    Discard Pile: Belt of Physical Might (Curse), Jorgenfist Spear,
    Buried Pile: Boors,

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

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

    "

    guard check:
    Val fights a Wraith! Val will discard breakaway spear, draw angelic armor, recharge soldier (for its power) and viking shieldmaster (for Vals power) and bless twice with BoShizuru.
    combat 13+6+6: 1d10 + 5 + 1d8 + 2 + 2d8 + 2 + 1d6 + 1d4 + 1d6 + 2d10 ⇒ (7) + 5 + (5) + 2 + (5, 3) + 2 + (3) + (4) + (4) + (10, 3) = 53
    Wraith defeated.


    Deck Handler

    Forgot you draw both a melee and a ranged weapon with Boors. Other draw is: Dancing Dagger

    Keeping and discarding the dancing dagger instead of the deathbane sling


    During This Adventure: Adventure 6: Death's Vengeance
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
  • Scenarios 6C1: An Unlikely Alliance and 6C2: Backstabbed present a choice for the party regarding how to approach the Red Mantis assassins. Run only one of these scenarios: An Unlikely Alliance if the party wishes to parley with the assassins, or Backstabbed if they choose to fight them. Scenario 6D: The Demilich’s Domain is the standard conclusion to the Year of Rotting Ruin. Characters who have completed this adventure who wish to explore Trazavai’s soul-mist can continue to the optional scenario 6E: The Lich’s Legacy. That scenario is not required to earn the adventure or Adventure Path rewards.
  • After you use the Base's power to recharge cards, you may move or shuffle your deck. (4A Reward)
  • When you close a location and move to the Base, you may immediately explore it once. (4B Reward)

    During This Scenario: 6-6A: Storm of Ravenous Shadows

  • Harrow suit: Keys
    SETUP:
  • Add the Perils wildcard Ablaze. All Ablaze damage is Acid damage.
  • After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.

    STORY BANES:

  • Danger: Wraith
  • Villain: Graveknight
  • Closing Henchmen: Mandraivus, Wraith-Proxy A.

    DURING THIS SCENARIO:

  • When you examine a location, you may only examine the top card.
  • When you would guard your location, you may bury the top 1d4 cards of your deck; if you do not, or if you die while doing so, your location is unguarded.
  • On your non-Melee combat check. reroll 1 of the dice showing the highest result.
  • Ablaze: At the end of your turn, suffer 1d4-2 Fire Acid damage.
    Aviva Rocovick:
    Aviva Rocovick
    Supporter 6

    Traits
    Human
    Arcanist

    Check
    NONE

    Powers
    Display. While displayed:
    • You may bury to draw 2 new Arcane spells, then banish 1 of them.
    • □ You may bury to examine the top 3 cards of your location, then you may shuffle them into your location.


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

    Random Monsters:
    Monster 1
    Spoiler:
    Banshee
    Monster 5

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    21

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

    Monster 2
    Spoiler:
    Warlord Devil
    Monster 6

    Traits
    Outsider
    Devil

    Check
    Combat
    26

    Powers
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
    If undefeated, suffer the scourge Wounded.

    Monster 3
    Spoiler:
    Xenarth
    Monster 4

    Traits
    Outsider
    Demon

    Check
    Combat
    24

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

    Monster 4
    Spoiler:
    Hordemaster
    Monster 5

    Traits
    Undead

    Check
    Combat
    22

    Powers
    Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.

    Monster 5
    Spoiler:
    Bloodbug Swarm
    Monster 4

    Traits
    Animal
    Swarm

    Check
    Combat
    10
    THEN
    Combat
    11
    THEN
    Combat
    12

    Powers
    Vulnerable to Attack.
    If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.

    Random Barriers:
    Barrier 1
    Spoiler:
    Red Mantis Ambush
    Barrier 4

    Traits
    Skirmish
    Red Mantis

    Check
    None
    0

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

    Barrier 2
    Spoiler:
    Poison Gas
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Craft
    Disable
    6+#

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

    Barrier 3
    Spoiler:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

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

    Barrier 4
    Spoiler:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

    Powers
    When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
    If undefeated, suffer the scourge Exhausted.
    If defeated, you may examine the top 2 cards of your location.

    Barrier 5
    Spoiler:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Limning Starknife
    Weapon 4

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Respect
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    13

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

    Weapon 2
    Spoiler:
    Keen Spiked Chain
    Weapon 5

    Traits
    Chain
    Melee
    Piercing
    Finesse
    2-handed
    Magic

    Check
    Strength
    Acrobatics
    Melee
    15

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

    Weapon 3
    Spoiler:
    Blackjack’s Rapier
    Weapon 4

    Traits
    Loot
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    Blackjack

    Check
    Strength
    Acrobatics
    Melee
    13

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

    Weapon 4
    Spoiler:
    Thundering Earthbreaker
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    2-handed
    Respect
    Magic

    Check
    Strength
    Melee
    15

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

    Weapon 5
    Spoiler:
    Horrorbane Heavy Pick
    Weapon 5

    Traits
    Pick
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    13

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

    Random Spells:
    Spell 1
    Spoiler:
    Shapechange
    Spell 6

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    13

    Powers
    At the start of your turn, choose 1. Until the start of the next turn:
    ˚ Your Strength, Dexterity, and Constitution skills are 1d12+2.
    ˚ Your hand size is 3.
    ˚ Your hand size is 7.
    ˚ Your hand size is 10.
    • At the end of the scenario, banish; if proficient, discard instead.

    Spell 2
    Spoiler:
    Repulsion
    Spell 6

    Traits
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    14

    Powers
    Display. While displayed:
    • When you encounter a monster, you may evade it; if you do, you may recharge a card to explore.
    • At the end of the turn, banish.

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

    Spell 3
    Spoiler:
    Embiggen
    Spell P2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

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

    Spell 4
    Spoiler:
    Quickened Ray
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

    Powers
    On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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

    Spell 5
    Spoiler:
    Acid Rain
    Spell 4

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    11

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

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

    Random Armors:
    Armor 1
    Spoiler:
    Totem Klar
    Armor 4

    Traits
    Shield
    Offhand
    Piercing
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    11

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

    Armor 2
    Spoiler:
    Hellknight Plate
    Armor 6

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    13

    Powers
    Display. While displayed:
    • When you suffer any damage, you may draw this card to reduce it by 2.
    • When you suffer Combat damage, you may draw this card to reduce it by 3.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    • On your combat or Diplomacy check, you may discard to add 1d10.

    Armor 3
    Spoiler:
    Mantle Of Faith
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    15

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    • When you suffer any damage, you may bury to reduce it to 0.
    • On a local check against a story bane, you may freely discard to add your Divine modifier.

    Armor 4
    Spoiler:
    Dread Helm
    Armor 5

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Divine
    Fortitude
    12

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

    Armor 5
    Spoiler:
    Bearskin Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

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

    Traits
    Accessory
    Fire
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    8
    OR
    Intelligence
    Arcane
    9

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

    Item 2
    Spoiler:
    Fireball Beads
    Item 4

    Traits
    Accessory
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    9

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

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

    Item 3
    Spoiler:
    Headband Of Mental Superiority
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    13

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

    Item 4
    Spoiler:
    Blackjack’s Gear
    Item 4

    Traits
    Loot
    Clothing
    Magic
    Blackjack

    Check
    Dexterity
    Disable
    10
    OR
    Wisdom
    Perception
    13

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

    Item 5
    Spoiler:
    Ring Of Energy Resistance
    Item 6

    Traits
    Accessory
    Magic

    Check
    Constitution
    Fortitude
    8
    OR
    Intelligence
    Arcane
    9

    Powers
    When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.

    Random Allies:
    Ally 1
    Spoiler:
    Wolverine
    Ally 3

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    9

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

    Ally 2
    Spoiler:
    Toff Ornelos
    Ally 6

    Traits
    Human
    Aristocrat
    Wizard

    Check
    Charisma
    Diplomacy
    15
    OR
    Arcane
    13

    Powers
    On a local check that invokes the Magic trait, recharge to add 1d8.
    Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.

    Ally 3
    Spoiler:
    Hippogriff
    Ally 6

    Traits
    Animal
    Mount

    Check
    Wisdom
    Survival
    16

    Powers
    On a local combat check, recharge to add 2d4.
    Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.

    Ally 4
    Spoiler:
    Nightspear
    Ally 4

    Traits
    Outsider
    Agathion
    Healing

    Check
    Wisdom
    Survival
    11
    OR
    Divine
    9

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

    Ally 5
    Spoiler:
    Venster Arabasti
    Ally 6

    Traits
    Undead
    Ghost
    Aristocrat

    Check
    Charisma
    Diplomacy
    14
    OR
    Banish A Harrow Card
    0

    Powers
    Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
    If the hour is a Harrow blessing, discard to draw it.

    Random Blessings:
    Blessing 1
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 2
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 3
    Spoiler:
    Achaekek’s Claws
    Blessing 4

    Traits
    Deity: Achaekek
    Divine

    Check
    Intelligence
    Craft
    8

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

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

    Blessing 4
    Spoiler:
    The Father Of Creation
    Blessing 3

    Traits
    Deity: Torag
    Divine

    Check
    Strength
    Craft
    Divine
    8

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

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore. This exploration, when any character suffers damage, reduce it by 2.

    Blessing 5
    Spoiler:
    The Eclipse
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Turn: 23 Radillo/WilderRedbeard

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

    Top Blessing:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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


    Blessings Remaining: 3
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 24 Alahazra)
    Spoiler:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The difficulty of your non-combat check against a bane is increased by 3.

    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.

    Blessings Deck Card 2 (Turn 25 Flenta)
    Spoiler:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

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

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

    Blessings Deck Card 3 (Turn 26 Bridge)
    Spoiler:
    The Carnival
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Acrobatics
    4+#

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

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

    Bridge
    Traits: Urban
    At This Location: Non-story banes cannot be evaded.
    When Closing: Bury an ally.
    When Permanently Closed: No effect.
    M:0 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Rad,
    Notes: Create Mindscape displayed

    Bridge Card 1 - Graveknight:
    Graveknight
    Story Bane Monster 6

    Traits
    Monster
    Undead

    Check
    Combat
    12+##
    OR
    Divine
    9+#

    Powers
    Roll 1d4. This monster gains the trait, is immune to, and all damage is:
    1. Acid 3. Electricity
    2. Cold 4. Fire
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, a random character summons and encounters a random Undead story bane. Then, each local character suffers 1d4 damage.

    Bridge Card 2:
    Breath Of Life
    Spell 5

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    13

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

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

    Bridge Card 3:
    The Hidden Truth
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you examine cards this turn, heal 1d4-1 cards.

    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.

    Bridge Card 4:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

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

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

    Swamp
    Traits: Aquatic, Wild
    At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
    When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
    When Permanently Closed: No effect.
    M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Bridge

    Swamp Card 1 - Obsession Of Servitude:
    Obsession Of Servitude
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

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

    Swamp Card 2:
    Wraith
    Story Bane Monster 2

    Traits
    Undead
    Wraith
    Incorporeal
    Veteran

    Check
    Combat
    13+##
    OR
    Divine
    8+#

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

    Swamp Card 3:
    Disintegrate
    Spell 5

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    14

    Powers
    For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
    On a local check against a Lock or Obstacle barrier, banish to add 3d10.

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

    Swamp Card 4:
    Manananggal
    Monster 5

    Traits
    Undead

    Check
    Combat
    20
    THEN
    Combat
    20

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

    Swamp Card 5:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    You may not use powers to reroll dice.

    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.

    Swamp Card 6:
    Yzahnum The Efreeti
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    23

    Powers
    Before acting, roll 1d6.
    1–2. This monster is evaded; add the new location Twisting Passages and move to it.
    3–4. Treat every feat on your character and role card as unchecked until the end of the turn.
    5–6. Bury your discards, then discard your hand.
    If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia’s Mantle.

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

    Cliff
    Traits: Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M:3 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:1
    Located here: Al,

    Cliff Card 1 - Ember Ghoul:
    Ember Ghoul
    Monster 5

    Traits
    Undead
    Ghoul
    Fire

    Check
    Combat
    20

    Powers
    Immune to Fire, Mental, and Poison.
    Vulnerable to Cold.
    After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.

    Cliff Card 2:
    The All-seeing Eye
    Blessing 3

    Traits
    Deity: Nethys
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you would examine the top card of a location, you may examine the top 2 cards instead.

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

    Cliff Card 3:
    Wraith
    Story Bane Monster 2

    Traits
    Undead
    Wraith
    Incorporeal
    Veteran

    Check
    Combat
    13+##
    OR
    Divine
    8+#

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

    Cliff Card 4:
    Toad Demon
    Monster 6

    Traits
    Outsider
    Demon
    Aquatic

    Check
    Combat
    28

    Powers
    Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
    Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
    After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.

    Cliff Card 5:
    Blackjack’s Daggers
    Weapon 4

    Traits
    Loot
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic
    Blackjack

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    11

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

    Cliff Card 6:
    Emperor Scorpion
    Monster 4

    Traits
    Trigger
    Vermin
    Veteran

    Check
    Combat
    20

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

    Cliff Card 7:
    Stone-shard Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    14

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

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

    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:0 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Val, Flenta,
    Notes:

    Ruin Card 1:
    False Heroes
    Barrier 6

    Traits
    Skirmish

    Check
    None
    0

    Powers
    Roll 1d4. Each local character summons and encounters the corresponding story bane:
    1. Bandit 3. Rescue 2. Cultist 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.

    Ruin Card 2:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Veteran

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

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

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

    Ruin Card 3:
    Wraith
    Story Bane Monster 2

    Traits
    Undead
    Wraith
    Incorporeal
    Veteran

    Check
    Combat
    13+##
    OR
    Divine
    8+#

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    Damage suffered from this monster may not be reduced.
    If undefeated, suffer the scourge Drained.

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

    Base Card 1:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

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

    Base Card 2:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

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


  • Radillo's Deck Manager

    The hour of Benefaction
    When this is the hour: No effect.
    Remain at Bridge

    Display Magical Mansion. Use first exploration to heal: 1d4 + 1 ⇒ (3) + 1 = 4 Death's Touch, The Queen Mother, Cleric of Nethys, The Joke
    Place Channel the Gift in recovery to draw Death's Touch.

    Discard Pharasma's Knowing to draw 2 (Salvator Scream & Sand Elemental), recharge 2 (The Foreign Trader & The Courtesan) and explore:

    Graveknight:
    Story Bane Monster 6
    Traits
    Monster
    Undead

    Check
    Combat
    12+##
    OR
    Divine
    9+#

    Powers
    Roll 1d4. This monster gains the trait, is immune to, and all damage is:
    1. Acid 3. Electricity
    2. Cold 4. Fire
    Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
    Before acting, a random character summons and encounters a random Undead story bane. Then, each local character suffers 1d4 damage.

    Guard checks: Per notes above, Quinn will shuffle a new Monster into each location to guard Swamp, Flenta will take 1d6 damage to guard Cliff & Valeros needs to summon and defeat the danger. Note: each character that guards needs to bury the top 1d4 cards of their deck in order to guard.
    Trait roll: 1d4 ⇒ 2 Cold (Perfect for Sand Elemental!)
    BA Random character - Rad, Al, Flenta, Quinn, Val: 1d5 ⇒ 5 Valeros summons and encounters a random Undead story bane.
    Rad's BA damage: 1d4 ⇒ 2 Recharge Sand Elemental to reduce to 0.
    Radillo plans to use her own cards for the combat check so she won't have anything available for other checks but also won't need support.
    Villain Combat Check:
    Display Embiggen. Death's Touch to recovery. Discard Blessing of the Master of Masters to bless twice. Create Mindscape adds 1d4.
    Combat 12+##=24: 3d12 + 7 + 3d10 + 3 + 1d8 ⇒ (9, 7, 7) + 7 + (8, 9, 1) + 3 + (5) = 56 defeated!


    DEVELOPMENT:
    As the graveknight shudders and falls and the wraiths dissipate, so too does the storm die down. Drizzles of acid still sizzle against your face, but you can see the terrain in front of you once more.

    Aviva Racovick insists upon taking the graveknight’s armor with you.

    “I can prepare a spell to destroy it tomorrow, but one of you will have to carry it. It’s too heavy for me.”

    With this new weight on your shoulders, you continue toward your destination. You have survived your first real challenge in Virlych, but it won’t be your last.

    SCENARIO REWARD:

  • Each character gets a hero point.
  • Supporter: Aviva Racovick
  • Loot: the armor Hellknight Plate
    Aviva Rocovick:
    Aviva Rocovick
    Supporter 6

    Traits
    Human
    Arcanist

    Check
    NONE

    Powers
    Display. While displayed:
    • You may bury to draw 2 new Arcane spells, then banish 1 of them.
    • □ You may bury to examine the top 3 cards of your location, then you may shuffle them into your location.

    Hellknight Plate:
    Hellknight Plate
    Armor 6

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    13

    Powers
    Display. While displayed:
    • When you suffer any damage, you may draw this card to reduce it by 2.
    • When you suffer Combat damage, you may draw this card to reduce it by 3.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    • On your combat or Diplomacy check, you may discard to add 1d10.

    ACQUIRED CARDS:
    Weapon 6 Ashbringer
    Weapon 6 Dancing Dagger
    Spell 6 Boneshatter
    Spell 1 Good Omen
    Spell 6 Meteor Swarm
    Spell 4 Safe Haven
    Armor 6 Greater Bolstering Armor
    Armor 4 Shoanti Barbarian Hide
    Item 4 Silver War Paint
    Item 5 Whisper Of The First Lie
    Ally 5 Andachi
    Blessing 3 Grandmother Nightmare
    Blessing 1 The Courtesan
    Blessing 3 The Eternal Rose
    Blessing 1 The Joke
    Blessing 1 The Queen Mother


  • 6-6B: With Friends Like These
    As your guide, Aviva Racovick, leads you through the barren land, you question her about the hoard of the demilich Yln.

    “I’m not sure what’s in it,” she says. “When I left, the arcanists who accompanied me were still investigating the magical energies above the site.”

    This seems a little suspicious. After all, why would nebulous auras around a hoard be more interesting than the piles of treasure within? When you press Racovick on the subject, though, she refuses to speak about it further. Even more suspicious. Perhaps it’s paranoia after all of the treachery and misfortune you’ve encounter on your adventures, but you won’t be letting your guide out of sight.

    After a few more hours’ travel, Racovick says “We’re getting close. If we sneak around back here, we should be able to get to the entrance to the hoard without attracting any attention.” You consider questioning Racovick further, but decide that she’s unlikely to part with more information. As long as she gets you to Yln’s lair and Trazavai’s phylactery, you can handle a few unwelcome surprises.

    She leads you to what looks like an empty patch of dirt on the ground; closer inspection reveals a well-covered hatch. You brush away the grit and find the handle. Pulling on it reveals an opening to a set of stone stairs just wide enough to admit a single person. You’re about to head down when you hear a startled gasp from Racovick. Turning around, you see that a hooded man carrying a bright silver scythe has placed his hand on her shoulder.

    “Zenobia would like a word with you,” he says. Racovick swallows. “We should go talk to her,” she says. “It won’t take long. I’m sure it will be fine.” Maybe it’s the quaver in her voice, but you don’t quite believe her.

    You follow the hooded man to an encampment of individuals wearing matching robes. A woman—the center of everyone’s attention—lowers her hood, revealing dark hair and unnaturally pale skin. “That’s Zenobia Zanthret, the leader of the expedition,” said Racovick. “She wasn’t undead the last time I saw her. I left because I realized they were using the energies here to raise undead, not fight them.”

    “You shouldn’t have come back, Aviva,” says Zanthret. “But since you have, I’ll give you a choice: kill your new companions and join us, or die alongside them.”

    Racovick casts a spell and, to your relief, aims it at Zanthret. Zenobia snarls, and the robed figures around her begin casting spells. You think you can see them baring pointed teeth under the shadows of their robes.

    Well, you think, Aviva’s led us into this mess. Let’s see if we can lead her out.

    LOCATIONS:
    1-Base
    1-Campsite
    1-Forest
    1-Graveyard
    2-Trail
    3-River
    4-Ruin
    5-Ravine
    6-Ossuary

    SETUP:

  • Add the Onslaughts wildcard Desperate.
  • After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.

    STORY BANES:

  • Danger: Vampire
  • Villain: Zanobia Zenderolm (Zenobia Zanthret)
  • Closing Henchmen: Vampires-Proxy A

    DURING THIS SCENARIO:

  • Before acting against a story bane, roll 1d6.
    1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
    2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
    3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
    4. Suffer 1d4 Force damage.
    5. Bury an ally or a blessing.
    6. Discard a random card from your hand or bury a random card from your discards.
  • Desperate: When you encounter a boon and do not acquire it, discard a card.


  • During This Adventure: Adventure 6: Death's Vengeance
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
  • Scenarios 6C1: An Unlikely Alliance and 6C2: Backstabbed present a choice for the party regarding how to approach the Red Mantis assassins. Run only one of these scenarios: An Unlikely Alliance if the party wishes to parley with the assassins, or Backstabbed if they choose to fight them. Scenario 6D: The Demilich’s Domain is the standard conclusion to the Year of Rotting Ruin. Characters who have completed this adventure who wish to explore Trazavai’s soul-mist can continue to the optional scenario 6E: The Lich’s Legacy. That scenario is not required to earn the adventure or Adventure Path rewards.
  • After you use the Base's power to recharge cards, you may move or shuffle your deck. (4A Reward)
  • When you close a location and move to the Base, you may immediately explore it once. (4B Reward)

    During This Scenario: 6-6B: With Friends Like These

  • Harrow suit: Keys
    SETUP:
  • Add the Onslaughts wildcard Desperate.
  • After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.

    STORY BANES:

  • Danger: Vampire
  • Villain: Zanobia Zenderolm (Zenobia Zanthret)
  • Closing Henchmen: Vampires-Proxy A

    DURING THIS SCENARIO:

  • Before acting against a story bane, roll 1d6.
    1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
    2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
    3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
    4. Suffer 1d4 Force damage.
    5. Bury an ally or a blessing.
    6. Discard a random card from your hand or bury a random card from your discards.
  • Desperate: When you encounter a boon and do not acquire it, discard a card.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Catoblepas
    Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    20

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

    Monster 2
    Spoiler:
    Manananggal
    Monster 5

    Traits
    Undead

    Check
    Combat
    20
    THEN
    Combat
    20

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

    Monster 3
    Spoiler:
    Yzahnum The Efreeti
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    23

    Powers
    Before acting, roll 1d6.
    1–2. This monster is evaded; add the new location Twisting Passages and move to it.
    3–4. Treat every feat on your character and role card as unchecked until the end of the turn.
    5–6. Bury your discards, then discard your hand.
    If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia’s Mantle.

    Monster 4
    Spoiler:
    Traitor
    Monster 1

    Traits
    Human
    Spy
    Veteran

    Check
    Combat
    9+##

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

    Monster 5
    Spoiler:
    Hippogriff Rider
    Monster 4

    Traits
    Trigger
    Human
    Ranger
    And
    Animal

    Check
    Combat
    18
    THEN
    Combat
    17
    OR
    Survival
    11

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Poison Gas
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Craft
    Disable
    6+#

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

    Barrier 2
    Spoiler:
    Brain Mold
    Barrier 4

    Traits
    Obstacle
    Plant

    Check
    Intelligence
    Knowledge
    10
    OR
    Wisdom
    Survival
    7

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

    Barrier 3
    Spoiler:
    Haunt
    Barrier 2

    Traits
    Task
    Undead
    Veteran
    Trigger

    Check
    Charisma
    Diplomacy
    8+#
    OR
    Divine
    6+#

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

    Barrier 4
    Spoiler:
    Obsession Of Battle
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

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

    Barrier 5
    Spoiler:
    Dispelling Mist
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Dexterity
    Disable
    12
    OR
    Arcane
    Divine
    15

    Powers
    If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
    • At the start and end of your turn, recharge a random Magic boon.
    • When this location is closed, banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Deathbane Throwing Axe
    Weapon 5

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    13

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

    Weapon 2
    Spoiler:
    Deathbane Sling
    Weapon 5

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
    On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.

    Weapon 3
    Spoiler:
    Blackjack’s Rapier
    Weapon 4

    Traits
    Loot
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    Blackjack

    Check
    Strength
    Acrobatics
    Melee
    13

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

    Weapon 4
    Spoiler:
    Shocking Sawtooth Saber
    Weapon 6

    Traits
    Sword
    Melee
    Slashing
    Electricity
    Finesse
    Magic
    Red Mantis

    Check
    Strength
    Acrobatics
    Melee
    16

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
    If proficient, you may additionally discard to add another 1d8+6.

    Weapon 5
    Spoiler:
    Speed Battleaxe
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    14

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

    Random Spells:
    Spell 1
    Spoiler:
    Quickened Ray
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

    Powers
    On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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

    Spell 2
    Spoiler:
    Meteor Swarm
    Spell 6

    Traits
    Magic
    Arcane
    Attack
    Bludgeoning

    Check
    Intelligence
    Arcane
    15

    Powers
    For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.

    Spell 3
    Spoiler:
    Breath Of Life
    Spell 5

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    13

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

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

    Spell 4
    Spoiler:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Veteran

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

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

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

    Spell 5
    Spoiler:
    Dominate
    Spell 6

    Traits
    Magic
    Arcane
    Divine
    Attack
    Mental

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    13

    Powers
    When you encounter a monster, banish to evade it, then search your location for a boon and draw it.

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

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

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 2
    Spoiler:
    Mantle Of Life
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    13

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

    Armor 3
    Spoiler:
    Bearskin Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 4
    Spoiler:
    Moon Maiden Armor
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 5
    Spoiler:
    Moon Maiden Armor
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Random Items:
    Item 1
    Spoiler:
    The Lost Harrows
    Item 6

    Traits
    Tool
    Magic
    Gambling
    Harrow

    Check
    Intelligence
    Knowledge
    12

    Powers
    Display and choose any skill. While displayed:
    • Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
    • When you fail a check using that skill, bury this card.

    Item 2
    Spoiler:
    Ring Of Energy Resistance
    Item 6

    Traits
    Accessory
    Magic

    Check
    Constitution
    Fortitude
    8
    OR
    Intelligence
    Arcane
    9

    Powers
    When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.

    Item 3
    Spoiler:
    Ring Of Immolation
    Item 5

    Traits
    Accessory
    Fire
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    8
    OR
    Intelligence
    Arcane
    9

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

    Item 4
    Spoiler:
    Wyvern Poison
    Item 5

    Traits
    Liquid
    Alchemical
    Poison

    Check
    Intelligence
    Craft
    12

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

    Item 5
    Spoiler:
    Staff Of Greater Healing
    Item 6

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    14

    Powers
    At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
    Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.

    Random Allies:
    Ally 1
    Spoiler:
    Aerilaya
    Ally 5

    Traits
    Undead
    Banshee
    Barbarian

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury A Weapon
    0

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

    Ally 2
    Spoiler:
    Wolverine
    Ally 3

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    9

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

    Ally 3
    Spoiler:
    Venster Arabasti
    Ally 6

    Traits
    Undead
    Ghost
    Aristocrat

    Check
    Charisma
    Diplomacy
    14
    OR
    Banish A Harrow Card
    0

    Powers
    Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
    If the hour is a Harrow blessing, discard to draw it.

    Ally 4
    Spoiler:
    Risibeth
    Ally 5

    Traits
    Undead
    Sayona
    Soldier

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury An Ally
    0

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

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

    Ally 5
    Spoiler:
    Sklar-quah Thundercaller
    Ally 4

    Traits
    Human
    Skald
    Respect

    Check
    Charisma
    Diplomacy
    11
    OR
    Summon And Defeat A Barrier
    0

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

    Random Blessings:
    Blessing 1
    Spoiler:
    The Gold-fisted
    Blessing 3

    Traits
    Deity: Abadar
    Divine

    Check
    Craft
    Divine
    8

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

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

    Blessing 2
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 3
    Spoiler:
    The Healing Light
    Blessing 3

    Traits
    Deity: Sarenrae
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    Characters cannot suffer scourges.

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

    Blessing 4
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you heal, you may heal an additional card.

    Recharge to heal another local character a card.
    Discard to explore. This exploration, you may evade monsters you encounter.

    Blessing 5
    Spoiler:
    The Sickness
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Turn: 1 Alahazra/magi210

    Top of Blessing Discard Pile: Lamashtu’s Madness - When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.

    Top Blessing:
    Lamashtu’s Madness
    Blessing 2

    Traits
    Deity: Lamashtu
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    5+#

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

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


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Flenta)
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Blessings Deck Card 2 (Turn 3 Bridge)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On each check, the first blessing played to bless may be played freely.
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Blessings Deck Card 3 (Turn 4 Valaros)
    Spoiler:
    The Carnival
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Acrobatics
    4+#

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

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

    Blessings Deck Card 4 (Turn 5 Radillo)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 5 (Turn 6 Alahazra)
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 6 (Turn 7 Flenta)
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, you may recharge a card to add your Intelligence die.

    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 7 (Turn 8 Bridge)
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

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

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

    Blessings Deck Card 8 (Turn 9 Valaros)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On each check, the first blessing played to bless may be played freely.
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.

    Blessings Deck Card 9 (Turn 10 Radillo)
    Spoiler:
    Asmodeus’s Tyranny
    Blessing 2

    Traits
    Deity: Asmodeus
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    5+#

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

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

    Blessings Deck Card 10 (Turn 11 Alahazra)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.

    Blessings Deck Card 11 (Turn 12 Flenta)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 12 (Turn 13 Bridge)
    Spoiler:
    Lamashtu’s Madness
    Blessing 2

    Traits
    Deity: Lamashtu
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    5+#

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

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

    Blessings Deck Card 13 (Turn 14 Valaros)
    Spoiler:
    The Survivor
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Blessings Deck Card 14 (Turn 15 Radillo)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

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

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

    Blessings Deck Card 15 (Turn 16 Alahazra)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Blessings Deck Card 16 (Turn 17 Flenta)
    Spoiler:
    Lady Of Valor
    Blessing 3

    Traits
    Deity: Iomedae
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may discard an armor or the top card of your deck to add 1d6.

    On another character’s check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Blessings Deck Card 17 (Turn 18 Bridge)
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Blessings Deck Card 18 (Turn 19 Valaros)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Blessings Deck Card 19 (Turn 20 Radillo)
    Spoiler:
    The First
    Blessing 3

    Traits
    Deity: Asmodeus
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Blessings Deck Card 20 (Turn 21 Alahazra)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 21 (Turn 22 Flenta)
    Spoiler:
    The Lost
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

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

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

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

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 23 (Turn 24 Valaros)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 24 (Turn 25 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 25 (Turn 26 Alahazra)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard an ally, recharge it instead.

    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.

    Blessings Deck Card 26 (Turn 27 Flenta)
    Spoiler:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

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

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

    Blessings Deck Card 27 (Turn 28 Bridge)
    Spoiler:
    The Savored Sting
    Blessing 3

    Traits
    Deity: Calistria
    Divine

    Check
    Charisma
    Divine
    8

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

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

    Blessings Deck Card 28 (Turn 29 Valaros)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 29 (Turn 30 Radillo)
    Spoiler:
    The Twin
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Stealth
    4+#

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

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

    Campsite
    Traits: Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M:4 Ba:0 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1

    Campsite Card 1:
    Serithtial
    Weapon 6

    Traits
    Loot
    Sword
    Melee
    Slashing
    2-handed
    Finesse
    Magic

    Check
    Strength
    Acrobatics
    Melee
    19

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
    After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
    When rebuilding, you may treat this weapon as an ally.

    Campsite Card 2:
    Lyrune-quah Truthspeaker
    Ally 4

    Traits
    Human
    Oracle
    Respect

    Check
    Charisma
    Diplomacy
    Divine
    12
    OR
    Recharge A Respect Boon
    0

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

    Campsite Card 3:
    Thundering Earthbreaker
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    2-handed
    Respect
    Magic

    Check
    Strength
    Melee
    15

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

    Campsite Card 4:
    Third Eye
    Item 6

    Traits
    Object
    Magic

    Check
    Wisdom
    Arcane
    Divine
    Perception
    13

    Powers
    Display. While displayed:
    • At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
    • On your Perception check, you may freely reveal to add 1d10.
    • You may freely reload to ignore a power that happens when you examine a card.

    Campsite Card 5:
    Fury Devil
    Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    23

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

    Campsite Card 6:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Campsite Card 7:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Campsite Card 8:
    Firepelt Cougar
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    12

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

    Campsite Card 9:
    Sayona
    Monster 5

    Traits
    Undead
    Sayona

    Check
    Combat
    21

    Powers
    Immune to Mental and Poison.
    Resistant to Cold.
    On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.

    Campsite Card 10:
    Warsworn
    Monster 6

    Traits
    Undead

    Check
    Combat
    26

    Powers
    Immune to Mental and Poison.
    Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
    If undefeated, suffer the scourge Drained.

    Forest
    Traits: Wild
    At This Location: When you defeat a monster, you may discard a card to explore.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M:4 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:1

    Forest Card 1:
    Salvator Scream
    Ally 4

    Traits
    Loot
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    10
    OR
    Knowledge
    9

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

    Forest Card 2:
    Enhance
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

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

    Forest Card 3:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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

    Forest Card 4:
    Obsession Of Servitude
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

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

    Forest Card 5:
    Bloodbug Swarm
    Monster 4

    Traits
    Animal
    Swarm

    Check
    Combat
    10
    THEN
    Combat
    11
    THEN
    Combat
    12

    Powers
    Vulnerable to Attack.
    If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.

    Forest Card 6:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    The difficulty is increased by the hour’s level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Forest Card 7:
    Vindicator
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Forest Card 8:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Forest Card 9:
    Immortal Ichor
    Monster 6

    Traits
    Ooze

    Check
    Combat
    23

    Powers
    Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
    Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
    If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.

    Forest Card 10:
    Troll
    Monster 2

    Traits
    Troll
    Veteran

    Check
    Combat
    8+##
    THEN
    Combat
    10+##

    Powers
    Vulnerable to Fire.
    Before acting, each local character suffers 1 Combat damage.
    If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.

    Graveyard
    Traits: Sacred, Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1

    Graveyard Card 1:
    Keen Spiked Chain
    Weapon 5

    Traits
    Chain
    Melee
    Piercing
    Finesse
    2-handed
    Magic

    Check
    Strength
    Acrobatics
    Melee
    15

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

    Graveyard Card 2:
    Ambush
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    Wisdom
    Perception
    Stealth
    8+#

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

    Graveyard Card 3:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Graveyard Card 4:
    Warlord Devil
    Monster 6

    Traits
    Outsider
    Devil

    Check
    Combat
    26

    Powers
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
    If undefeated, suffer the scourge Wounded.

    Graveyard Card 5:
    Mantle Of Faith
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    15

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    • When you suffer any damage, you may bury to reduce it to 0.
    • On a local check against a story bane, you may freely discard to add your Divine modifier.

    Graveyard Card 6:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

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

    Graveyard Card 7:
    Banshee
    Monster 5

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    21

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

    Graveyard Card 8:
    Dread Helm
    Armor 5

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Divine
    Fortitude
    12

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

    Graveyard Card 9:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Graveyard Card 10:
    Wyvern
    Monster 4

    Traits
    Dragon

    Check
    Combat
    18
    OR
    Survival
    12

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

    Trail
    Traits: Wild
    At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
    When Closing: Discard either a random card or a card matching your favored card.
    When Permanently Closed: No effect.
    M:4 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1

    Trail Card 1:
    Blackjack’s Gear
    Item 4

    Traits
    Loot
    Clothing
    Magic
    Blackjack

    Check
    Dexterity
    Disable
    10
    OR
    Wisdom
    Perception
    13

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

    Trail Card 2:
    Infernal Warhounds
    Monster 6

    Traits
    Outsider

    Check
    Combat
    21

    Powers
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.
    After the encounter, a random local character summons and encounters this monster.

    Trail Card 3:
    Zombie
    Monster 0

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9+##

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

    Trail Card 4:
    Crematory Blast
    Barrier 5

    Traits
    Trap
    Fire
    Undead

    Check
    Intelligence
    Perception
    10
    OR
    Constitution
    Fortitude
    12

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

    Trail Card 5:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

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

    Trail Card 6:
    Lyrune-quah Moon Maiden
    Ally 5

    Traits
    Loot
    Human
    Barbarian
    Respect

    Check
    Charisma
    Diplomacy
    11
    OR
    Summon And Defeat A Monster
    0

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

    Trail Card 7:
    Shining Child
    Monster 5

    Traits
    Outsider
    Fire

    Check
    Combat
    20

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

    Trail Card 8:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Trail Card 9:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

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

    Trail Card 10:
    Norgorber’s Shadow
    Blessing 2

    Traits
    Deity: Norgorber
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Stealth
    5+#

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

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

    River
    Traits: Aquatic, Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M:3 Ba:1 W:0 Sp:1 Ar:1 I:2 Al:0 Bl:1 ?:1

    River Card 1:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

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

    River Card 2:
    Corrosive Storm
    Spell 6

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    13

    Powers
    Freely display. While displayed:
    • On combat checks, add 2d6 and the Acid trait.
    • At the end of the turn, banish; each other character suffers 1 Acid damage.

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

    River Card 3:
    Ash Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    22

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

    River Card 4:
    Greater Bolstering Armor
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    14

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    • When you suffer any damage, you may bury to reduce it to 0.

    River Card 5:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

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

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

    River Card 6:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    River Card 7:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    River Card 8:
    Red War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    7

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

    River Card 9:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    River Card 10:
    Brooch Of Protection
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Fortitude
    10

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

    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:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1

    Ruin Card 1:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

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

    Ruin Card 2:
    Icy Prison
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

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

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

    Ruin Card 3:
    Guardian Bow
    Weapon 6

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    15

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
    If proficient, after the roll on another character’s combat check, freely discard to add 1d8; if the character is local and still fails this check against a non–story bane monster, you may avenge.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Ruin Card 4:
    Red Mantis Ambush
    Barrier 4

    Traits
    Skirmish
    Red Mantis

    Check
    None
    0

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

    Ruin Card 5:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Ruin Card 6:
    Ghast
    Monster 3

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    13+##

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

    Ruin Card 7:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Ruin Card 8:
    Stone-shard Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    14

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

    Ruin Card 9:
    Baykok
    Monster 5

    Traits
    Trigger
    Undead

    Check
    Combat
    21

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

    Ruin Card 10:
    Wand Of Restorative Touch
    Item 4

    Traits
    Wand
    Divine
    Magic
    Healing

    Check
    Wisdom
    Divine
    10

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

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

    Ravine
    Traits: Underground, Wild
    At This Location: The difficulty of combat checks is increased by #.
    When Closing: Bury a random card.
    When Permanently Closed: You may heal a buried card.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1

    Ravine Card 1:
    Emperor Scorpion
    Monster 4

    Traits
    Trigger
    Vermin
    Veteran

    Check
    Combat
    20

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

    Ravine Card 2:
    Commander’s Falchion
    Weapon 6

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Charisma
    Melee
    15

    Powers
    For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Ravine Card 3:
    Totem Klar
    Armor 4

    Traits
    Shield
    Offhand
    Piercing
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    11

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

    Ravine Card 4:
    Zenobia Zenderholm
    Story Bane Monster 6

    Traits
    Undead
    Cleric

    Check
    Constitution
    Fortitude
    8
    THEN
    Combat
    22

    Powers
    Immune to Mental and Poison.
    After acting, suffer the scourges Drained and Plagued.

    Ravine Card 5:
    Labyrinth
    Barrier 1

    Traits
    Obstacle
    Veteran

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

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

    Ravine Card 6:
    Staff Of Greater Necromancy
    Item 6

    Traits
    Loot
    Staff
    Magic
    Arcane
    Divine
    Attack

    Check
    Arcane
    Divine
    12

    Powers
    For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
    If proficient, at the end of your turn, bury to heal 1d4+1 allies.

    Ravine Card 7:
    Ancient Black Dragon
    Monster 6

    Traits
    Dragon
    Acid

    Check
    Combat
    28
    OR
    Diplomacy
    18

    Powers
    Immune to Acid. All damage is Acid.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.

    Ravine Card 8:
    Ash Giant Zombie
    Monster 5

    Traits
    Undead
    Zombie

    Check
    Combat
    24

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

    Ravine Card 9:
    Safe Haven
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    13

    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.

    Ravine Card 10:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

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

    Base Card 1:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

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

    Base Card 2:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

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

    Base Card 3:
    Boors
    Supporter 2

    Traits
    Human
    Ranger

    Check
    NONE
    0

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

    Base Card 4:
    Jayna Lemore
    Supporter 3

    Traits
    Human
    Paladin

    Check
    NONE
    0

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

    Base Card 5:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

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

    Base Card 6:
    Ketrik
    Supporter 2

    Traits
    Human
    Fighter

    Check
    NONE
    0

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


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

    Starting at the Trail.

    Quinn wrote:

    Hand: Blackjack's Rapier, Darb Tuttle, Elixir of Healing, Twitch Tonic (Core), Silver War Paint, The Dance, Wyvern Poison, The Publican,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 7
    "NOTES:
    Available Support: Any boon buries to add 1d8+4 vs. local barrier. "

    Skills and Powers:
    SKILLS

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


    Flenta Deck Handler

    Start at the Trail.

    "

    Flenta wrote:

    Hand: Shock Glaive +1, Disintegrate, Sadomasochism, Impervious Fortress Plate, Wand of Enervation,

    Displayed:
    Deck: 17 Discard: 0 Buried: 0
    Current Location: Trail
    Hero Points: 9
    NOTES:
    Other: Paizo reroll used for scenario 6-6B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dwarven Earthbreaker +1, Frost Lance +2, Belt of Physical Might, Enervation, Jorgenfist Spear, Embiggen, Hellknight Plate, Death's Touch, The Rakshasa, Blessing of Angradd, Blessing of Shizuru, Legionnaire Chaplain, Gem of Physical Prowess, Flaming Longsword +3, Belt of Charging, Dragoon, Fireball Beads
    Recharged:
    Discard Pile:
    Buried Pile:

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

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

    "


    Deck Handler

    Starting at the Trail

    The following character power from my boon is active until the end of Adventure 6:

    When another character at your location would encounter a boon, you may encounter it instead. If you acquire the boon, discard the top card of your deck; otherwise, bury the top card of your deck.

    "

    Valeros wrote:

    Hand: Jorgenfist Spear, Surgeon, Silken Ceremonial Armor, Flaming Longsword +3, Frost Lance +2,

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Current Location: Trail
    Hero Points Available: 4/4
    Hero Points used: 0
    Reroll Used: No
    NOTES:
    Available Support: Feel free to recharge/reload a weapon/armor/ally to add a 1d6 to a local combat check (4 available).
    Other: I can avenge by discarding. Feel free to use my blessing(s).

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Shizuru, Fortified Breastplate, Blessing of Abadar, Retriever, Defiant Nodachi +3, Viking Shieldmaster, Ukwar Axe (Loot), Angelic Armor (Loot), Belt of Physical Might (Curse), Ring of Stony Flesh, Evangelist, Soldier (Core), Breakaway Spear, Blessing of Angradd, Hat of Glamour, Greatclub +3
    Recharged:
    Discard Pile:
    Buried Pile:

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

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

    "

    Scarab Sages

    Deck Handler Oracle

    Swap Rejuvination for Fly
    Loot: Achekek's Claws for Blessing of Sivanah

    Start at the Trail

    "

    Alahazra wrote:

    Hand: Channel the Gift, Mist Horn, Fire Snake, Icy Prison, Blessing of the Spellbound 2, Wayfarer,
    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 7
    NOTES:
    Available Support: Binder's tome adds 1d4 to local combat or charisma checks on reveal. (Adds mental trait)
    Movement: Feel free to use blessings.
    Other: Shirt reroll used.

    Skills and Powers:
    SKILLS

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Divine, Light Armor
    POWERS:
    For your combat check, you may discard the top card of your deck to use
    your Divine skill + 2d4 [x] 2d6 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).

    "


    Radillo's Deck Manager

    When another character at any location fails to acquire a boon, I can now banish a card to add it to my discard pile.

    Swap in Arcane Cannonade for Twisted Space.
    Take loot Spell Steal Soul for Magical Mansion. Take loot blessing Pharasma's Knowing for BoQi Zhong.
    Rad will gladly take Aviva Rocovick and display, then bury to draw 2 Arcane spells and keep 1: Quickened Ray (Spell 5) & Meteor Swarm (Spell 6) - keep the Spell 6.
    Start at Trail.

    Radillo wrote:

    Hand: Channel the Gift, Chain Lightning, Fire Snake, Embiggen, Wand of Enervation, Salvator Scream, Acadamae Scholar, Meteor Swarm (acquired),

    Displayed:
    Deck: 14 Discard: 0 Buried: 1
    Current Location: Trail
    Hero Points: 11
    NOTES:
    Available Support: Embiggen available locally. 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 (2 uses).
    Other: Dice Re-Roll Used for 6B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Death's Touch, Bound Imp, Arcane Cannonade, Sand Elemental, Binder's Tome, Blessing of the Master of Masters, Cleric of Nethys, Pharasma's Knowing (Loot), Spellbook, Steal Soul (Loot), Create Mindscape, Cloudburst, The Foreign Trader, Disintegrate
    Recharged:
    Discard Pile:
    Buried Pile: Aviva Rocovick (supporter),

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

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

    Scarab Sages

    Deck Handler Oracle

    Fixed feat selection, Only +1 int and added blessing of Nethys (Blessing 2)

    Turn 1: Lamashtu's Madness

    When this is the hour: On your check against a monster, add 1.
    Damage suffered from monsters is increased by 1.

    SoT: Examine top two cards of Trail. (Blackjack's Gear and Infernal Warhounds). Draw Rejuvenation.

    Play Channel the Gift for Create Mindscape.

    Display Create Mindscape.

    Free Explore: Blackjack's Gear (Dex 10)
    Play Fire Snake to use Divine.

    Divine 10: 1d12 + 6 + 1d4 ⇒ (8) + 6 + (1) = 15 -> Added to hand.

    Display Mist Horn

    Discard BotSpellbound to explore.
    Explore 2: Infernal Warhounds (Combat 21)
    BYA: Everyone takes 1 fire damage, which the mist horn absorbs.

    Play Icy Prison

    Combat 21: 1d12 + 6 + 4d6 + 1d4 + 4 ⇒ (3) + 6 + (1, 5, 4, 3) + (3) + 4 = 29 -> Defeated

    Discard Wayfarer to explore.

    Explore 3: Zombie (Combat 21)
    Use fire bolt. (Vampire Bat, discarded +3)
    Wayfarer adds 2d6

    Combat 21: 1d12 + 6 + 2d6 + 3 + 1d4 + 2d6 ⇒ (12) + 6 + (5, 3) + 3 + (1) + (3, 3) = 36 -> Defeated

    End turn, reset hand.

    Recharge Icy Prison 14: 1d12 + 6 + 1d4 ⇒ (4) + 6 + (4) = 14 -> Recharge
    Recharge Fire Snake 8: 1d12 + 6 + 1d4 ⇒ (7) + 6 + (1) = 14 -> Recharge
    Recharge Channel 14: 1d12 + 6 + 1d4 ⇒ (10) + 6 + (1) = 17 -> Recharge

    "

    Alahazra wrote:

    Hand: Blessing of Abadar, Achaekek's Claws, Blessing of Nethys, Bound Lantern Archon, Blackjack Gear, Rejuvination,
    Displayed: Create Mindscape, Mist Horn,
    Deck: 8 Discard: 3 Buried: 0
    Hero Points: 7
    NOTES:
    Available Support: Binder's tome adds 1d4 to local combat or charisma checks on reveal. (Adds mental trait)
    Movement: Feel free to use blessings.
    Other: Shirt reroll used.

    Skills and Powers:
    SKILLS

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Divine, Light Armor
    POWERS:
    For your combat check, you may discard the top card of your deck to use
    your Divine skill + 2d4 [x] 2d6 plus that card’s adventure deck number and add
    the Attack, Divine, Fire, and Magic traits. This counts as playing a
    spell. ([x] If the discarded card is a spell, you may recharge it
    instead.)

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

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

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

    "


    Flenta Deck Handler

    ========================
    Flenta starts her turn.
    Hour: Torag’s Power
    Hour Power:When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    As we continue through the trail, we pass what appears to be an old crematory on the side of the trail.

    Crematory Blast:

    Barrier 5
    Traits
    Trap
    Fire
    Undead

    Check
    Intelligence
    Perception
    10
    OR
    Constitution
    Fortitude
    12

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

    Intelligence 10: 1d8 + 3 + 6 ⇒ (3) + 3 + 6 = 12

    Roll Details:

    Intelligence - 1d8+3
    Spell Power(Disintegrate) - 6

    As we get close, I notice something off about this place and quickly direct the party away from it.

    "

    Flenta wrote:

    Hand: Shock Glaive +1, Frost Lance +2, Sadomasochism, Impervious Fortress Plate, Wand of Enervation,

    Displayed:
    Deck: 17 Discard: 0 Buried: 0
    Current Location: Trail
    Hero Points: 9
    NOTES:
    Other: Paizo reroll used for scenario 6-6B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dragoon, Dwarven Earthbreaker +1, Belt of Charging, Blessing of Shizuru, Hellknight Plate, Blessing of Angradd, Embiggen, Gem of Physical Prowess, Legionnaire Chaplain, Belt of Physical Might, Death's Touch, The Rakshasa, Jorgenfist Spear, Enervation, Flaming Longsword +3, Fireball Beads
    Recharged: Disintegrate,
    Discard Pile:
    Buried Pile:

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

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

    "


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

    Desna’s Freedom. WHEN THIS IS THE HOUR: On each check, the first blessing played to bless may be played freely.

    SOT examine of Trail: Haughty Nobles barrier. Explore barrier.

    Dip 12 (6+6) w/ buried poison: 1d6 + 2 + 1d8 + 4 ⇒ (5) + 2 + (2) + 4 = 13 - barrier defeated

    From barrier, will encounter a spell: Breath of Life (spell 5). Auto-fail to acquire, so discard card to Desperate: Silver War Paint. Radillo can banish a card to take Breath of Life, if desired.

    A silk-dressed teen sneers from a passing carriage. Her tutor promises pockets of arcane knowledge, but it's unlikely that day will come.

    Discard Twitch Tonic, encounter Lyrune Moon Maiden (Ally 5). Will fight a monster to acquire: Catoblepas.

    A jovial barbarian agrees to walk the trail with the five Pathfinders if anyone can lasso her poisonous mount in under 5 heartbeats. Quite a challenge.

    Combat 20 w/ rapier (reloading Tuttle): 1d10 + 1d6 + 14 ⇒ (10) + (2) + 14 = 26 - defeated, ally acquired

    Flenta and Valeros provide a rowdy distraction, and Quinn loops the beast and wrestles it to the ground in under 4 beats. The warrior is impressed.

    EOT examine of Trail: Shining Child (Monster 5).

    A fiery glow rises from behind the next hill. What could it be?

    Quinn wrote:

    Hand: Blackjack's Rapier, Darb Tuttle, Elixir of Healing, Lyrune-quah Moon Maiden, Glamered Leather Armor, The Dance, Keen Spiked Chain, The Publican,

    Displayed:
    Deck: 11 Discard: 2 Buried: 1
    Hero Points: 7
    "NOTES:
    Available Support: Any boon buries to add 1d8+4 vs. local barrier. "

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Knowledge: Intelligence +2
    Disable: Intelligence +1
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +2
    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    None
    POWERS: (Empiricist)
    For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On local check vs. barrier, may bury an item ([x] or a boon) 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)

    Radillo can banish boon to grab Breath of Life (spell 5). Top card of Trail is Shining Child (monster 5).


    Deck Handler

    Hourglass Discard: The Carnival
    WHEN THIS IS THE HOUR: All damage is Mental damage that cannot be reduced.

    Explore: Shining Child
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Fortitude 8: 1d8 + 3 ⇒ (5) + 3 = 8
    Discard Frost Lance, reload jorgenfist
    combat 20: 1d10 + 5 + 1d8 + 2 + 2d8 + 1d6 ⇒ (7) + 5 + (4) + 2 + (5, 8) + (3) = 34

    Discard surgeon to explore
    Explore: Vampire
    scenario BYA: 1d6 ⇒ 4
    damage: 1d4 ⇒ 3
    Vals hand is discarded. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained. Cards buried: Frost Lance, Silken Ceremonial Armor

    Quinn plays The Dance and Radillo reduces difficulty by 5.
    Combat 10+6+6-5: 3d10 + 5 ⇒ (2, 7, 8) + 5 = 22

    Someone else take the second check please?
    Val doesn't have ahand so can't attempt the close.

    End of Turn Actions: Recharge Flaming Longsword

    "

    Valeros wrote:

    Hand: Jorgenfist Spear, Belt of Physical Might (Curse), Breakaway Spear, Blessing of Abadar, Retriever,

    Displayed:
    Deck: 13 Discard: 1 Buried: 2
    Current Location: Trail
    Hero Points Available: 4/4
    Hero Points used: 0
    Reroll Used: No // Valeros has the following scourges marked:
    Drained:
    While Marked:
    On your checks, subtract 1 for each die rolled.

    At the end of your turn, you may bury a Divine boon to remove this scourge.


    NOTES:
    Available Support: Feel free to recharge/reload a weapon/armor/ally to add a 1d6 to a local combat check (4 available).
    Other: I can avenge by discarding. Feel free to use my blessing(s).

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ring of Stony Flesh, Evangelist, Ukwar Axe (Loot), Hat of Glamour, Greatclub +3, Fortified Breastplate, Angelic Armor (Loot), Blessing of Angradd, Soldier (Core), Blessing of Shizuru, Defiant Nodachi +3, Viking Shieldmaster
    Recharged: Flaming Longsword +3,
    Discard Pile: Surgeon,
    Buried Pile: Frost Lance +2, Silken Ceremonial Armor,

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

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

    "


    Flenta Deck Handler

    Constitution 8: 1d6 + 1d8 ⇒ (2) + (5) = 7

    Roll Details:

    Constitution - 1d6
    Impervious Fortress Plate - 1d8

    Ugh. Suffer Dazed

    Still groggy from the blast from the Shining child, I notice Val struggling with a Vampire, I quickly head over with spear in hand to lend my assistance. Quickly charging my spear up with the arcane, I launch a devastating assault on the Undead.

    Combat 22(10+12): 1d10 + 5 + 1d8 + 2 + 2d8 + 7 ⇒ (9) + 5 + (2) + 2 + (3, 7) + 7 = 35

    Roll Details:

    Combat - 1d10+5
    Frost Lance +2 - 1d8+2
    Recharge - 2d8
    Spell Power - 7

    Recharge Wand of Enervation for Frost Lance. Recharge Impervious Plate to play the Spell Power Power

    Updated Hand
    "

    Flenta wrote:

    Hand: Shock Glaive +1,

    Displayed:
    Deck: 21 Discard: 0 Buried: 0
    Current Location: Trail
    Hero Points: 9 // Flenta has the following scourges marked:
    Dazed:
    While Marked:
    You may explore only once per turn and you may not examine locations.

    If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.


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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Flaming Longsword +3, Dwarven Earthbreaker +1, Gem of Physical Prowess, Jorgenfist Spear, Enervation, Blessing of Shizuru, Belt of Charging, Belt of Physical Might, The Rakshasa, Death's Touch, Fireball Beads, Dragoon, Legionnaire Chaplain, Hellknight Plate, Blessing of Angradd, Embiggen
    Recharged: Disintegrate, Frost Lance +2, Wand of Enervation, Sadomasochism, Impervious Fortress Plate,
    Discard Pile:
    Buried Pile:

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

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

    "


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

    Out of turn: Quinn becomes Dazed from Shining Child (auto-fail BYA), discards Dance, and recharges rapier (to play dance, per Vampire power).

    Quinn wrote:

    Hand: Darb Tuttle, Elixir of Healing, Lyrune-quah Moon Maiden, Glamered Leather Armor, Keen Spiked Chain, The Publican,

    Displayed:
    Deck: 12 Discard: 3 Buried: 1
    "Hero Points: 7 // Quinn has the following scourges marked:
    Dazed:
    While Marked:
    You may explore only once per turn and you may not examine locations.

    If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.

    "
    "NOTES:
    Available Support: Any boon buries to add 1d8+4 vs. local barrier. "

    Skills and Powers:
    SKILLS

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

    Scarab Sages

    Deck Handler Oracle

    OOT: Fort check from shining child: Fort 8: 1d8 + 2 ⇒ (1) + 2 = 3 -> Dazed


    Radillo's Deck Manager

    Off turn actions: During Quinn's turn, choose not to banish a card to add Breath of Life to discards.
    During Val's turn, place Fire Snake in recovery (and draw Sand Elemental) for the Burning Child BA. Acadamae Scholar adds 1, Create Mindscape adds 1d4.
    Constitution (Arcane) 8: 1d10 + 8 + 1d4 ⇒ (5) + 8 + (4) = 17 success
    Recharge Salvator Scream for Val's combat check. Recharge Acadamae Scholar for "playing a card" (per Vampire power).

    The hour of Orison
    When this is the hour: No effect.
    Remain at Trail

    Place Channel the Gift in recovery to draw Arcane Cannonade then display AC.
    Explore:

    Cave Bear:
    Monster 1
    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

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

    Freely display Embiggen. Draw Acadamae Scholar from bottom of deck.
    Display Chain Lightning for BA check and draw Salvator Scream from bottom of deck. Arcane Cannonade adds 1d10, Acadamae Scholar adds 1, Create Mindscape adds 1d8.
    BA Combat 6+#=12: 1d12 + 7 + 4d10 + 1d8 + 1 ⇒ (12) + 7 + (1, 2, 7, 8) + (7) + 1 = 45 success
    Use Chain Lightning again and examine Blessing of the Master of Masters on bottom of deck - stays put. AC adds 1d10, AS adds 1, CM adds 1d8.
    Combat 11+##=23: 1d12 + 7 + 4d10 + 1d8 + 1 ⇒ (11) + 7 + (2, 5, 4, 10) + (4) + 1 = 44 defeated

    Discard Salvator Scream to draw the top card of the hourglass: Shelyn's Song (Blessing 1)
    Discard Sand Elemental to explore and recharge Salvator Scream.

    Norgorber’s Shadow:
    Blessing 2
    Traits
    Deity: Norgorber
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Stealth
    5+#

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

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

    Discard Shelyn's Song to freely bless.
    Dexterity 5+#=11: 2d12 + 1 ⇒ (4, 10) + 1 = 15 acquired

    Discard Acadamae Scholar to close Trail
    Move to Base. Draw # cards and keep 1: Ketrik
    Display then bury Ketrick to draw 3 armors and banish 2: Shoanti Barbarian Hide (Armor 4), Mantle of Life (Armor 5), Bearskin Armor (Armor 4)
    Keep Armor 5 and display. Recharge a card: Wand of Enervation, then move to Ravine
    End turn. Attempt Arcane Cannonade check to keep it displayed (CM adds 1d8):
    Arcane 15: 1d12 + 7 + 1d8 ⇒ (9) + 7 + (1) = 17 remains displayed
    Attempt to recharge cards in recovery.

    Channel the Gift: Arcane 14: 1d10 + 7 + 1d4 ⇒ (9) + 7 + (2) = 18 -> Channel the Gift recharged.
    Fire Snake: Arcane 8: 1d10 + 7 + 1d4 ⇒ (2) + 7 + (2) = 11 -> Fire Snake recharged.
    Chain Lightning: Arcane 13: 1d10 + 7 + 1d4 ⇒ (7) + 7 + (1) = 15 -> Chain Lightning recharged.
    Embiggen: Arcane 10: 1d12 + 7 + 1d8 ⇒ (9) + 7 + (3) = 19 -> Embiggen recharged.
    Reset hand.

    Radillo wrote:

    Hand: Create Mindscape, Disintegrate, Cleric of Nethys, The Foreign Trader, Pharasma's Knowing (Loot), Meteor Swarm (acquired), Norgorber's Shadow (acquired),

    Displayed: Arcane Cannonade, Mantle of Life (acquired),
    Deck: 13 Discard: 3 Buried: 1
    Current Location: Ravine
    Hero Points: 11
    NOTES:
    Available Support: ARCANE CANNONADE DISPLAYED. Blessings and Create Mindscape available.
    Other: Dice Re-Roll Used for 6B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Spellbook, Cloudburst, Binder's Tome, Steal Soul (Loot), Death's Touch, Bound Imp
    Recharged: Blessing of the Master of Masters, Salvator Scream, Wand of Enervation, Channel the Gift, Fire Snake, Chain Lightning, Embiggen,
    Discard Pile: Shelyn's Song (acquired), Sand Elemental, Acadamae Scholar,
    Buried Pile: Aviva Rocovick (supporter),

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

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

    Scarab Sages

    Deck Handler Oracle

    Off turn: When the trail closes, move to the Ruins with Quinn.

    Recharge Create Mindscape 10: 1d12 + 6 + 1d4 ⇒ (7) + 6 + (4) = 17

    Play rejuvenation to heal: 2d4 ⇒ (1, 4) = 5 and clear dazed.

    Turn 6: Shelyn's Song
    WHEN THIS IS THE HOUR
    When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.

    SoT: Examine top two cards of ruins: Locked Door, icy Prison. Draw Vampire Bat.

    Recharge Mist Horn 10: 1d12 + 6 ⇒ (6) + 6 = 12 -> Recharged

    Give Blackjack Gear to Quinn.

    Free Explore: Locke Door (Disable 12)
    Discard Blessing of Abadar to bless twice.
    Ask Quinn for a card to add 1d8+4

    Disable 12: 1d4 + 2d4 + 1d8 + 4 ⇒ (4) + (3, 4) + (7) + 4 = 22 -> Success

    Explore from locked door: icy Prison (Divine 12)
    Divine 12: 1d12 + 6 ⇒ (1) + 6 = 7 -> Icy Prison is discarded.
    Discard Bound Lantern Archon to desperate.

    End turn. Reset hand.

    EoT; Examine next two cards of Ruin: Guardian Bow, Red Mantis Ambush

    Recharge Rejuvenation 16: 1d12 + 6 ⇒ (3) + 6 = 9 -> Discarded

    "

    Alahazra wrote:

    Hand: Blessing of the Spellbound 3, Achaekek's Claws, Blessing of Nethys, Icy Prison, Vampire Bat, Create Mindscape,
    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    Hero Points: 7
    NOTES:
    Available Support: Binder's tome adds 1d4 to local combat or charisma checks on reveal. (Adds mental trait)
    Movement: Feel free to use blessings.

    Skills and Powers:
    SKILLS

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Divine, Light Armor
    POWERS:
    For your combat check, you may discard the top card of your deck to use
    your Divine skill + 2d4 [x] 2d6 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).

    "

    At the start of Flenta's turn, display Create Mindscape.


    Flenta Deck Handler

    OFF-TURN ACTIONS:
    Move to Forest when Trail closes
    ========================
    Flenta starts her turn.
    Hour: The Betrayal
    Hour Power:When you acquire a boon, bury it.

    As I leave the trail, I head deeper into the forest, and run across a wayward spirit.

    Aerilaya:

    Ally 5
    Traits
    Undead
    Banshee
    Barbarian

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury A Weapon
    0

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

    Offering to free her spirit, I present her with my Glaive.

    Bury Shock Glaive to acquire, but then bury because of hour power

    End of turn, shuffle my empty hand into my deck and heal dazed.

    In a show of gratitude, the Banshee cures my foggy head and provides me with a boost to my arcane powers!
    I drew 4 spells when I reset my hand.....

    "

    Flenta wrote:

    Hand: Jorgenfist Spear, Death's Touch, Disintegrate, Enervation, Sadomasochism,

    Displayed:
    Deck: 16 Discard: 0 Buried: 2
    Current Location: Forest
    Hero Points: 9
    NOTES:
    Available Support: Enervation is available
    Other: Paizo reroll used for scenario 6-6B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Embiggen, Flaming Longsword +3, Fireball Beads, Belt of Charging, Belt of Physical Might, Dwarven Earthbreaker +1, The Rakshasa, Legionnaire Chaplain, Dragoon, Wand of Enervation, Impervious Fortress Plate, Frost Lance +2, Hellknight Plate, Gem of Physical Prowess, Blessing of Angradd, Blessing of Shizuru
    Recharged:
    Discard Pile:
    Buried Pile: Shock Glaive +1, Aerilaya,

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

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

    "


    2 people marked this as a favorite.

    Out of turn - Bridge feel sad and sit in human liquid. Feel better. Cards healed w/ elixir?: 1d4 + 1 ⇒ (3) + 1 = 4 - All stones healed. Then get box from human. Drop box. Box break. Sorry tiny human.

    Hour: Only Bridge's bidness. But prolly good. FREEDOM good.

    Bridge stay at Ruin and say hello. Long time Ruin friend share joke. Laugh. Good times.

    Bridge move, but not fast. Bump into curvy stick with string. Stick prolly not happy.

    Radillo banish boon if want level 6 curvy stick. Drop Lyrune to Desolate, who pouts. Sorry other tiny human. Tuttle wander to go find new thing.

    Bridge not understand Tudll, but follow. Tiny things jump out and dance with many sticks. So angry!

    Red Mantis Ambush:

    Red Mantis Ambush
    Barrier 4
    Traits
    Skirmish
    Red Mantis

    Check
    None
    0

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

    Who not-Bridge encounter Red Mantis Assassin? (1=Rad): 1d5 ⇒ 4 - Valeros (Bridge like d5, one better than d4)

    Then not-Bridge fight Ashwing Gargoyle. So flappy!

    Bridge now loom over Redmantassn (?). Bridge think that right.

    Redmantassn:

    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.

    Difficulty increase?: 1d6 ⇒ 6

    Combat 28 (10+12+6) w/ reloaded chain, publican: 1d10 + 1d8 + 13 + 2d10 ⇒ (7) + (6) + 13 + (8, 4) = 38

    Bridge tap human. Fall down. Ruin say yay! Good ruin friend.

    Lyrune come back when human fall. Happy!

    EOT: Bridge confused, drop all, then pick back up.

    Bridge! wrote:

    Hand: Shock Kukri, The Carnival, Silver War Paint, Master of Masters, Blackjack's Rapier, Darb Tuttle, Twitch Tonic (Core), Cerulean Mastermind,

    Displayed: Glamered Leather Armor,
    Deck: 11 Discard: 1 Buried: 2
    "Hero Points: 7
    "NOTES:
    Available Support: Any boon buries to add 1d8+4 vs. local barrier. "

    Skills and Powers:
    SKILLS

    Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Knowledge: Intelligence +2
    Disable: Intelligence +1
    Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Perception: Wisdom +2
    Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Diplomacy: Charisma +2
    Favored Card: Item
    Hand Size: 6 ☑ 7 ☑ 8 ☐ 9 ☐ 10 ☐ 11
    Proficiencies:
    None
    POWERS: (Empiricist)
    For check invoking Finesse, may recharge ([X] or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card's level.
    On local check vs. barrier, may bury an item ([x] or a boon) 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)

    Lots happen, but Bridge not remember everything. Take nap now.


    Whoops. No Ambush cuz dazed = 1 explore. Bridge had funny dream, all better now. No tiny angries or flappies. Hand still OK.


    During This Adventure: Adventure 6: Death's Vengeance
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
  • Scenarios 6C1: An Unlikely Alliance and 6C2: Backstabbed present a choice for the party regarding how to approach the Red Mantis assassins. Run only one of these scenarios: An Unlikely Alliance if the party wishes to parley with the assassins, or Backstabbed if they choose to fight them. Scenario 6D: The Demilich’s Domain is the standard conclusion to the Year of Rotting Ruin. Characters who have completed this adventure who wish to explore Trazavai’s soul-mist can continue to the optional scenario 6E: The Lich’s Legacy. That scenario is not required to earn the adventure or Adventure Path rewards.
  • After you use the Base's power to recharge cards, you may move or shuffle your deck. (4A Reward)
  • When you close a location and move to the Base, you may immediately explore it once. (4B Reward)

    During This Scenario: 6-6B: With Friends Like These

  • Harrow suit: Keys
    SETUP:
  • Add the Onslaughts wildcard Desperate.
  • After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.

    STORY BANES:

  • Danger: Vampire
  • Villain: Zanobia Zenderolm (Zenobia Zanthret)
  • Closing Henchmen: Vampires-Proxy A

    DURING THIS SCENARIO:

  • Before acting against a story bane, roll 1d6.
    1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
    2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
    3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
    4. Suffer 1d4 Force damage.
    5. Bury an ally or a blessing.
    6. Discard a random card from your hand or bury a random card from your discards.
  • Desperate: When you encounter a boon and do not acquire it, discard a card.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Hordemaster
    Monster 5

    Traits
    Undead

    Check
    Combat
    22

    Powers
    Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.

    Monster 2
    Spoiler:
    Toad Demon
    Monster 6

    Traits
    Outsider
    Demon
    Aquatic

    Check
    Combat
    28

    Powers
    Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
    Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
    After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.

    Monster 3
    Spoiler:
    Corpse Lotus
    Monster 5

    Traits
    Plant
    Veteran

    Check
    Combat
    22

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

    Monster 4
    Spoiler:
    Cytillipede
    Monster 4

    Traits
    Vermin

    Check
    Combat
    16

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

    Monster 5
    Spoiler:
    Catoblepas
    Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    20

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Ghastly Runes
    Barrier 1

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    4+#
    OR
    Disable
    6+#

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

    Barrier 2
    Spoiler:
    Obsession Of Battle
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

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

    Barrier 3
    Spoiler:
    Exploding Runes
    Barrier 2

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    6+#
    OR
    Disable
    8+#

    Powers
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.

    Barrier 4
    Spoiler:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Curse Of The Worm
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Knowledge
    14
    OR
    Wisdom
    Divine
    12

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Limning Starknife
    Weapon 4

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Respect
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    13

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

    Weapon 2
    Spoiler:
    Ukwar Axe
    Weapon 6

    Traits
    Loot
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    15

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
    Discard to explore. This exploration, on all checks against Undead banes, add 1d8.

    Weapon 3
    Spoiler:
    Guardian Bow
    Weapon 6

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    15

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
    If proficient, after the roll on another character’s combat check, freely discard to add 1d8; if the character is local and still fails this check against a non–story bane monster, you may avenge.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 4
    Spoiler:
    Banudor
    Weapon 5

    Traits
    Hammer
    Melee
    Bludgeoning
    Fire
    Magic

    Check
    Strength
    Melee
    14

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

    Weapon 5
    Spoiler:
    Blackjack’s Rapier
    Weapon 4

    Traits
    Loot
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic
    Blackjack

    Check
    Strength
    Acrobatics
    Melee
    13

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

    Random Spells:
    Spell 1
    Spoiler:
    Giant Form
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    13

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

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

    Spell 2
    Spoiler:
    Quickened Ray
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

    Powers
    On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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

    Spell 3
    Spoiler:
    Restoration
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

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

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

    Spell 4
    Spoiler:
    Breath Of Life
    Spell 5

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    13

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

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

    Spell 5
    Spoiler:
    Enervation
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    On any combat check, freely banish to decrease the difficulty by 2d4.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Bearskin Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 2
    Spoiler:
    Shoanti Barbarian Hide
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 3
    Spoiler:
    Moon Maiden Armor
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 4
    Spoiler:
    Moon Maiden Armor
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Random Items:
    Item 1
    Spoiler:
    The Lost Harrows
    Item 6

    Traits
    Tool
    Magic
    Gambling
    Harrow

    Check
    Intelligence
    Knowledge
    12

    Powers
    Display and choose any skill. While displayed:
    • Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
    • When you fail a check using that skill, bury this card.

    Item 2
    Spoiler:
    Bottled Lightning
    Item 4

    Traits
    Liquid
    Alchemical
    Attack
    Electricity
    Ranged

    Check
    Intelligence
    12

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

    Item 3
    Spoiler:
    Whisper Of The First Lie
    Item 5

    Traits
    Accessory
    Magic

    Check
    Charisma
    Diplomacy
    14

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

    Item 4
    Spoiler:
    Fuse Grenade
    Item 6

    Traits
    Liquid
    Alchemical
    Attack
    Bludgeoning
    Fire
    Ranged

    Check
    Intelligence
    Craft
    14

    Powers
    For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 16 check to recharge this card.

    Item 5
    Spoiler:
    Staff Of Greater Healing
    Item 6

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    14

    Powers
    At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
    Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.

    Random Allies:
    Ally 1
    Spoiler:
    Salvator Scream
    Ally 4

    Traits
    Loot
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    10
    OR
    Knowledge
    9

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

    Ally 2
    Spoiler:
    Jasan Adriel
    Ally 4

    Traits
    Human
    Spy

    Check
    Charisma
    Diplomacy
    11
    OR
    Knowledge
    10

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

    Ally 3
    Spoiler:
    Formian Myrmidon
    Ally 6

    Traits
    Formian
    Aristocrat

    Check
    Intelligence
    Knowledge
    15
    OR
    Charisma
    Diplomacy
    14

    Powers
    On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
    Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

    Ally 4
    Spoiler:
    Risibeth
    Ally 5

    Traits
    Undead
    Sayona
    Soldier

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury An Ally
    0

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

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

    Ally 5
    Spoiler:
    Nightspear
    Ally 4

    Traits
    Outsider
    Agathion
    Healing

    Check
    Wisdom
    Survival
    11
    OR
    Divine
    9

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 2
    Spoiler:
    The Fiend
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

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

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

    Blessing 3
    Spoiler:
    The Locksmith
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Blessing 4
    Spoiler:
    The Healing Light
    Blessing 3

    Traits
    Deity: Sarenrae
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    Characters cannot suffer scourges.

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

    Blessing 5
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Turn: 9 Valaros/Katlyn99

    Top of Blessing Discard Pile: Desna’s Freedom - When this is the hour: On each check, the first blessing played to bless may be played freely.

    Top Blessing:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On each check, the first blessing played to bless may be played freely.
    On any check, discard to bless.
    On a check against a barrier, recharge to bless.
    Discard to move, then explore.


    Blessings Remaining: 21
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 10 Radillo)
    Spoiler:
    Asmodeus’s Tyranny
    Blessing 2

    Traits
    Deity: Asmodeus
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    5+#

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

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

    Blessings Deck Card 2 (Turn 11 Alahazra)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.

    Blessings Deck Card 3 (Turn 12 Flenta)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 4 (Turn 13 Bridge)
    Spoiler:
    Lamashtu’s Madness
    Blessing 2

    Traits
    Deity: Lamashtu
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    5+#

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

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

    Blessings Deck Card 5 (Turn 14 Valaros)
    Spoiler:
    The Survivor
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Blessings Deck Card 6 (Turn 15 Radillo)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

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

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

    Blessings Deck Card 7 (Turn 16 Alahazra)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Blessings Deck Card 8 (Turn 17 Flenta)
    Spoiler:
    Lady Of Valor
    Blessing 3

    Traits
    Deity: Iomedae
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may discard an armor or the top card of your deck to add 1d6.

    On another character’s check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Blessings Deck Card 9 (Turn 18 Bridge)
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Blessings Deck Card 10 (Turn 19 Valaros)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Blessings Deck Card 11 (Turn 20 Radillo)
    Spoiler:
    The First
    Blessing 3

    Traits
    Deity: Asmodeus
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Blessings Deck Card 12 (Turn 21 Alahazra)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 13 (Turn 22 Flenta)
    Spoiler:
    The Lost
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

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

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

    Blessings Deck Card 14 (Turn 23 Bridge)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 15 (Turn 24 Valaros)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 16 (Turn 25 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 17 (Turn 26 Alahazra)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard an ally, recharge it instead.

    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.

    Blessings Deck Card 18 (Turn 27 Flenta)
    Spoiler:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

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

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

    Blessings Deck Card 19 (Turn 28 Bridge)
    Spoiler:
    The Savored Sting
    Blessing 3

    Traits
    Deity: Calistria
    Divine

    Check
    Charisma
    Divine
    8

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

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

    Blessings Deck Card 20 (Turn 29 Valaros)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 21 (Turn 30 Radillo)
    Spoiler:
    The Twin
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Stealth
    4+#

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

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

    Campsite
    Traits: Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M:4 Ba:0 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1

    Campsite Card 1:
    Serithtial
    Weapon 6

    Traits
    Loot
    Sword
    Melee
    Slashing
    2-handed
    Finesse
    Magic

    Check
    Strength
    Acrobatics
    Melee
    19

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
    After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
    When rebuilding, you may treat this weapon as an ally.

    Campsite Card 2:
    Lyrune-quah Truthspeaker
    Ally 4

    Traits
    Human
    Oracle
    Respect

    Check
    Charisma
    Diplomacy
    Divine
    12
    OR
    Recharge A Respect Boon
    0

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

    Campsite Card 3:
    Thundering Earthbreaker
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    2-handed
    Respect
    Magic

    Check
    Strength
    Melee
    15

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

    Campsite Card 4:
    Third Eye
    Item 6

    Traits
    Object
    Magic

    Check
    Wisdom
    Arcane
    Divine
    Perception
    13

    Powers
    Display. While displayed:
    • At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
    • On your Perception check, you may freely reveal to add 1d10.
    • You may freely reload to ignore a power that happens when you examine a card.

    Campsite Card 5:
    Fury Devil
    Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    23

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

    Campsite Card 6:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Campsite Card 7:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Campsite Card 8:
    Firepelt Cougar
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    12

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

    Campsite Card 9:
    Sayona
    Monster 5

    Traits
    Undead
    Sayona

    Check
    Combat
    21

    Powers
    Immune to Mental and Poison.
    Resistant to Cold.
    On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.

    Campsite Card 10:
    Warsworn
    Monster 6

    Traits
    Undead

    Check
    Combat
    26

    Powers
    Immune to Mental and Poison.
    Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
    If undefeated, suffer the scourge Drained.

    Forest
    Traits: Wild
    At This Location: When you defeat a monster, you may discard a card to explore.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M:4 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Flenta,

    Forest Card 1:
    Enhance
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

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

    Forest Card 2:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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

    Forest Card 3:
    Obsession Of Servitude
    Barrier 5

    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

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

    Forest Card 4:
    Bloodbug Swarm
    Monster 4

    Traits
    Animal
    Swarm

    Check
    Combat
    10
    THEN
    Combat
    11
    THEN
    Combat
    12

    Powers
    Vulnerable to Attack.
    If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.

    Forest Card 5:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    The difficulty is increased by the hour’s level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Forest Card 6:
    Vindicator
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Forest Card 7:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Forest Card 8:
    Immortal Ichor
    Monster 6

    Traits
    Ooze

    Check
    Combat
    23

    Powers
    Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
    Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
    If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.

    Forest Card 9:
    Troll
    Monster 2

    Traits
    Troll
    Veteran

    Check
    Combat
    8+##
    THEN
    Combat
    10+##

    Powers
    Vulnerable to Fire.
    Before acting, each local character suffers 1 Combat damage.
    If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.

    Graveyard
    Traits: Sacred, Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1

    Graveyard Card 1:
    Keen Spiked Chain
    Weapon 5

    Traits
    Chain
    Melee
    Piercing
    Finesse
    2-handed
    Magic

    Check
    Strength
    Acrobatics
    Melee
    15

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

    Graveyard Card 2:
    Ambush
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    Wisdom
    Perception
    Stealth
    8+#

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

    Graveyard Card 3:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Graveyard Card 4:
    Warlord Devil
    Monster 6

    Traits
    Outsider
    Devil

    Check
    Combat
    26

    Powers
    Immune to Fire and Poison.
    Resistant to Acid and Cold.
    Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
    If undefeated, suffer the scourge Wounded.

    Graveyard Card 5:
    Mantle Of Faith
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    15

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    • When you suffer any damage, you may bury to reduce it to 0.
    • On a local check against a story bane, you may freely discard to add your Divine modifier.

    Graveyard Card 6:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

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

    Graveyard Card 7:
    Banshee
    Monster 5

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    21

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

    Graveyard Card 8:
    Dread Helm
    Armor 5

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Divine
    Fortitude
    12

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

    Graveyard Card 9:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Graveyard Card 10:
    Wyvern
    Monster 4

    Traits
    Dragon

    Check
    Combat
    18
    OR
    Survival
    12

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

    Trail
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Val,

    River
    Traits: Aquatic, Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M:3 Ba:1 W:0 Sp:1 Ar:1 I:2 Al:0 Bl:1 ?:1

    River Card 1:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

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

    River Card 2:
    Corrosive Storm
    Spell 6

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    13

    Powers
    Freely display. While displayed:
    • On combat checks, add 2d6 and the Acid trait.
    • At the end of the turn, banish; each other character suffers 1 Acid damage.

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

    River Card 3:
    Ash Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    22

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

    River Card 4:
    Greater Bolstering Armor
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    14

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    • When you suffer any damage, you may bury to reduce it to 0.

    River Card 5:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

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

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

    River Card 6:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    River Card 7:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    River Card 8:
    Red War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    7

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

    River Card 9:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    River Card 10:
    Brooch Of Protection
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Fortitude
    10

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

    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:2 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
    Located here: Quinn, Al,

    Ruin Card 1 - Red Mantis Ambush:
    Red Mantis Ambush
    Barrier 4

    Traits
    Skirmish
    Red Mantis

    Check
    None
    0

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

    Ruin Card 2:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Ruin Card 3:
    Ghast
    Monster 3

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    13+##

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

    Ruin Card 4:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Ruin Card 5:
    Stone-shard Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    14

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

    Ruin Card 6:
    Baykok
    Monster 5

    Traits
    Trigger
    Undead

    Check
    Combat
    21

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

    Ruin Card 7:
    Wand Of Restorative Touch
    Item 4

    Traits
    Wand
    Divine
    Magic
    Healing

    Check
    Wisdom
    Divine
    10

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

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

    Ravine
    Traits: Underground, Wild
    At This Location: The difficulty of combat checks is increased by #.
    When Closing: Bury a random card.
    When Permanently Closed: You may heal a buried card.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1
    Located here: Rad

    Ravine Card 1:
    Emperor Scorpion
    Monster 4

    Traits
    Trigger
    Vermin
    Veteran

    Check
    Combat
    20

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

    Ravine Card 2:
    Commander’s Falchion
    Weapon 6

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Charisma
    Melee
    15

    Powers
    For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Ravine Card 3:
    Totem Klar
    Armor 4

    Traits
    Shield
    Offhand
    Piercing
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    11

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

    Ravine Card 4:
    Zenobia Zenderholm
    Story Bane Monster 6

    Traits
    Undead
    Cleric

    Check
    Constitution
    Fortitude
    8
    THEN
    Combat
    22

    Powers
    Immune to Mental and Poison.
    After acting, suffer the scourges Drained and Plagued.

    Ravine Card 5:
    Labyrinth
    Barrier 1

    Traits
    Obstacle
    Veteran

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

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

    Ravine Card 6:
    Staff Of Greater Necromancy
    Item 6

    Traits
    Loot
    Staff
    Magic
    Arcane
    Divine
    Attack

    Check
    Arcane
    Divine
    12

    Powers
    For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
    If proficient, at the end of your turn, bury to heal 1d4+1 allies.

    Ravine Card 7:
    Ancient Black Dragon
    Monster 6

    Traits
    Dragon
    Acid

    Check
    Combat
    28
    OR
    Diplomacy
    18

    Powers
    Immune to Acid. All damage is Acid.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.

    Ravine Card 8:
    Ash Giant Zombie
    Monster 5

    Traits
    Undead
    Zombie

    Check
    Combat
    24

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

    Ravine Card 9:
    Safe Haven
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    13

    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.

    Ravine Card 10:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

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

    Base Card 1:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

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

    Base Card 2:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

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

    Base Card 3:
    Boors
    Supporter 2

    Traits
    Human
    Ranger

    Check
    NONE
    0

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

    Base Card 4:
    Jayna Lemore
    Supporter 3

    Traits
    Human
    Paladin

    Check
    NONE
    0

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

    Base Card 5:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

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


  • Radillo's Deck Manager

    Off turn: During Bridge's turn, banish The Foreign Trader to add curvy stick (Guardian Bow) to discards.

    Radillo is confused as a bridge seems to nudge an exceptionally crafted bow in her direction. Sensing some form of sentience, she attempts the probe the mind of the Bridge but comes up with nothing. She straps the bow to her back and continues on, perplexed.

    Radillo wrote:

    Hand: Create Mindscape, Disintegrate, Cleric of Nethys, Pharasma's Knowing (Loot), Meteor Swarm (acquired), Norgorber's Shadow (acquired),

    Displayed: Arcane Cannonade, Mantle of Life (acquired),
    Deck: 13 Discard: 4 Buried: 1
    Current Location: Ravine
    Hero Points: 11
    NOTES:
    Available Support: ARCANE CANNONADE DISPLAYED. Blessings and Create Mindscape available.
    Other: Dice Re-Roll Used for 6B?: N


    Deck Handler

    OFF-TURN ACTIONS: Move to Forest with Flenta when Trail closes

    Hourglass Discard: Desna’s Freedom
    WHEN THIS IS THE HOUR: On each check, the first blessing played to bless may be played freely.

    Explore: Enhance
    Wisdom 5: 1d6 ⇒ 5

    Val notices the paper by their feet this time BEFORE they ruin it. Shrugging, they pick it up and stuff it into a pocket.

    Discard Retriever to explore.
    Explore: Ghost
    Reveal Jorginfist Spear, reveal belt, reload breakaway spear
    Combat 11+6+6: 1d10 + 5 + 2d6 + 3 + 1d4 + 1d6 ⇒ (1) + 5 + (6, 1) + 3 + (3) + (5) = 24

    End of Turn Actions: Recharge Surgeon. Discarding Enhance

    "

    Valeros wrote:

    Hand: Jorgenfist Spear, Belt of Physical Might (Curse), Breakaway Spear, Blessing of Abadar, Viking Shieldmaster,

    Displayed:
    Deck: 13 Discard: 4 Buried: 0
    Current Location: Forest
    Hero Points Available: 4/4
    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).
    Movement: Move to join Flenta if location closes.
    Other: I can avenge by discarding. Feel free to use my blessing(s).

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Defiant Nodachi +3, Greatclub +3, Soldier (Core), Blessing of Angradd, Angelic Armor (Loot), Fortified Breastplate, Evangelist, Blessing of Shizuru, Hat of Glamour, Ukwar Axe (Loot), Ring of Stony Flesh
    Recharged: Flaming Longsword +3, Surgeon,
    Discard Pile: Frost Lance +2, Silken Ceremonial Armor, Retriever, Enhance,
    Buried Pile:

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

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

    "


    Radillo's Deck Manager

    The hour of Asmodeus's Tyranny
    When this is the hour: When you fail a check, you may bury your hand and discards to reroll.
    Remain at Ravine

    Display Create Mindscape.
    Explore:

    Emperor Scorpion:
    Monster 4
    Traits
    Trigger
    Vermin
    Veteran

    Check
    Combat
    20

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

    Difficulty increased by ## for location power and Monster power.
    Meteor Swarm to recovery and choose to add 2d10 and the Fire trait. Draw Embiggen from bottom of deck and freely display. Arcane Cannonade adds 1d10 and Create Mindscape adds 1d8.
    Combat 20+##=32: 1d12 + 7 + 2d10 + 2d12 + 1d10 + 1d8 ⇒ (10) + 7 + (5, 8) + (4, 4) + (7) + (4) = 49 defeated

    While scouting around the ravine, Radillo comes face to face with the most massive scorpion she has ever seen. But the scorpion is about to see the biggest Half-Elf Wizard its ever seen.

    Discard Pharasma's Knowing to draw 2 cards (Cloudburst & Death's Touch), recharge 2 cards (Death's Touch & Cloudburst), then explore:

    Commander’s Falchion:
    Weapon 6
    Traits
    Sword
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Charisma
    Melee
    15

    Powers
    For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Discard Norgorber's Shadow to bless.
    Charisma 15: 2d12 + 1 ⇒ (1, 1) + 1 = 3 Hero Point re-roll that garbage. 4 remaining.
    Charisma 15: 2d12 + 1 ⇒ (3, 12) + 1 = 16 acquired

    From this height, Radillo spots a misplaced falchion and retrieves it. It's so small in her hands it feels like a dagger. Figuring she could make use of a dagger, she keeps it.

    Discard Cleric of Nethys to examine top 2 cards then explore. Recharge random Ally - 1=SE, 2=AS: 1d2 ⇒ 1. Top 2: Totem Klar (Armor 4) & Zenobia Zenderholm (Story Bane Monster 6 - VILLAIN). Encounter:

    Totem Klar:
    Armor 4
    Traits
    Shield
    Offhand
    Piercing
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    11

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

    Auto-fail with a d8 & banish. Discard Commander's Falchion for Desperate.

    Radillo's cleric companion gets the strange sense that there is a concentrated manifestation of evil nearby. That usually means only one thing. Radillo informs the others.

    End turn and attempt to keep Arcane Cannonade displayed.
    Arcane 15: 1d10 + 7 + 1d4 ⇒ (9) + 7 + (2) = 18 still displayed
    Recovery:

    Meteor Swarm (acquired): Arcane 17: 1d10 + 7 + 1d4 ⇒ (1) + 7 + (4) = 12 -> Meteor Swarm discarded.
    Embiggen: Arcane 10: 1d12 + 7 + 1d8 ⇒ (8) + 7 + (8) = 23 -> Embiggen recharged.
    Reset hand.

    Radillo wrote:

    Hand: Disintegrate, Binder's Tome, Spellbook, Bound Imp, Salvator Scream, Blessing of the Master of Masters, Steal Soul (Loot),

    Displayed: Arcane Cannonade, Mantle of Life (acquired), Create Mindscape,
    Deck: 8 Discard: 8 Buried: 1
    Current Location: Ravine
    Hero Points: 4
    NOTES:
    Available Support: ARCANE CANNONADE DISPLAYED - Add 1d6 to all combat checks. Blessing available.
    Other: Dice Re-Roll Used for 6B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Wand of Enervation, Channel the Gift, Fire Snake, Chain Lightning, Death's Touch, Cloudburst, Sand Elemental, Embiggen,
    Discard Pile: Shelyn's Song (acquired), Cleric of Nethys, Acadamae Scholar, Guardian Bow (acquired), Pharasma's Knowing (Loot), Norgorber's Shadow (acquired), Meteor Swarm (acquired), Commander's Falchion (acquired),
    Buried Pile: Aviva Rocovick (supporter),

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

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

    Scarab Sages

    Deck Handler Oracle

    Turn 11: The Tyrant
    WHEN THIS IS THE HOUR
    When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    SoT: Examine top two of Ruins (Red Mantis Ambush and Evil Eye (trigger))

    Al is dazed and Evil Eye is banished.
    Draw a card (Holy Javelin)

    Move to Graveyard

    Free Explore; Keen Spiked Chain (Acrbatics 15, autofail), discarded.
    Discard Vampire Bat to Desperate.

    End turn, reset hand.

    "

    Alahazra wrote:

    Hand: Blessing of the Spellbound 3, Achaekek's Claws, Blessing of Nethys, Icy Prison, Binders Tome, Holy Javelin,
    Displayed: Create Mindscape,
    Deck: 10 Discard: 4 Buried: 0
    Hero Points: 7 // Alahazra has the following scourges marked:

    Dazed:
    While Marked:
    You may explore only once per turn and you may not examine locations.

    If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.


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

    Skills and Powers:
    SKILLS

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7 ☐ 8
    Proficiencies:
    Divine, Light Armor
    POWERS:
    For your combat check, you may discard the top card of your deck to use
    your Divine skill + 2d4 [x] 2d6 plus that card’s adventure deck number and add
    the Attack, Divine, Fire, and Magic traits. This counts as playing a
    spell. ([x] If the discarded card is a spell, you may recharge it
    instead.)

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

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

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

    "


    Flenta Deck Handler

    ========================
    Flenta starts her turn.
    Hour: Nethys’s Duality
    Hour Power:On your check against a spell, add 1d4.

    As the Sorceress and Fighter continue to explore the Forest, they come across the ghost of some forgotten nobleman out haunting the forests.

    Ghost:

    Monster 1
    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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

    Combat 23(11+12): 1d10 + 5 + 2d6 + 3 + 6 + 1d6 ⇒ (9) + 5 + (1, 5) + 3 + 6 + (2) = 31

    Roll Details:

    Combat - 1d10+5
    Jorgenfist Spear - 2d6+3
    Spell Power - 6
    Val's Aid - 1d6

    Recharge Death's Touch for Spell Power

    Between the two of use, we're easily able to send the undead to its final resting place. With time of the essence, we continue on.

    Discard Disintegrate to activate location power

    Obsession Of Servitude:

    Barrier 5
    Traits
    Curse
    Task
    Undead

    Check
    Intelligence
    Perception
    13
    OR
    Wisdom
    11

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

    Something about that ghost is nagging at my mind.

    Intelligence 13: 1d8 + 3 + 7 ⇒ (5) + 3 + 7 = 15

    Roll Details:

    Intelligence - 1d8+3
    Spell Power - 7

    Recharge Sadomasochism for Spell Power

    Luckily I am able to clear my head before anything comes of this feeling.

    "

    Flenta wrote:

    Hand: Jorgenfist Spear, Flaming Longsword +3, Embiggen, Enervation, Gem of Physical Prowess,

    Displayed:
    Deck: 15 Discard: 1 Buried: 2
    Current Location: Forest
    Hero Points: 9
    NOTES:
    Available Support: Enervation AND EMbiggen are available
    Jorgenfist adds 1d6+1 and piercing to a local combat
    Flaming Longsword adds 1d8+1 and Fire to a local combat
    Other: Paizo reroll used for scenario 6-6B?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hellknight Plate, Legionnaire Chaplain, Blessing of Angradd, Wand of Enervation, The Rakshasa, Belt of Physical Might, Impervious Fortress Plate, Dwarven Earthbreaker +1, Fireball Beads, Dragoon, Frost Lance +2, Belt of Charging, Blessing of Shizuru
    Recharged: Death's Touch, Sadomasochism,
    Discard Pile: Disintegrate,
    Buried Pile: Shock Glaive +1, Aerilaya,

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

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

    "


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

    Lamashtu’s Madness. WHEN THIS IS THE HOUR: On your check against a monster, add 1.

    Quinn spies an unsteady bridge that appears to be... snoring? Unless it's a hidden gathering of boars or woodcutters. If so, the nearby hogs and loggers are doing an excellent job at camouflaging themselves.

    Quinn heads to the Graveyard and explores, encountering an Ambush.

    Per 14 (8+6) w/ my Master of Masters: 1d8 + 4 + 2d8 ⇒ (6) + 4 + (3, 1) = 14 - barrier defeated, heal Moon Maiden

    Hearing a distant noise, Quinn turns about and squints his eyes - just in time to spot a stray bridge toppling onto a clan of goblins-in-hiding. So weird. Quinn describes the situation to Alahazra, who shakes her head and encourages the investigator to lay off the mead.

    Discard Tuttle to explore, encounter Vampire Story bane.

    d6 scenario roll: 1d6 ⇒ 5 - have to bury Carnival blessing

    Vampire:

    Vampire
    Story Bane Monster 2
    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Asking Al for Achaekek, which recharges; Al must recharge a card. Quinn recharges Kukri for Vampire power.

    First check: Combat 22 (10+12) w/ rapier (reloading silver war paint), Al's blessing, hour effect: 1d10 + 1d6 + 12 + 1d10 + 1 ⇒ (5) + (6) + 12 + (2) + 1 = 26 - success

    Pause so Al can take Divine check, hopefully. Coming up...

    Zombie Minions to close.

    Zombie Minions:
    Zombie Minions
    Story Bane Monster 1

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9
    THEN
    Combat
    11+#

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

    Scarab Sages

    Deck Handler Oracle

    Recharge Achekek's claws for Quinn.

    Recharge Icy Prison for vamp power.

    Vampire (Divine 13)
    Discard Blessng of Nethys to bless.

    Divine 13: 1d12 + 6 + 1 + 1d12 ⇒ (5) + 6 + 1 + (8) = 20 -> Defeated.


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

    Continuing Quinn's turn; fighting Zombie Minions to close.

    Quinn uses rapier (recharging tonic) for first combat, which auto-succeeds.

    Second combat: Combat 17 (11+6) w/ reloaded rapier, hour: 1d10 + 1d6 + 12 + 1 ⇒ (9) + (5) + 12 + 1 = 27

    Minions are defeated, Graveyard is closed.

    Which location gets undead monster?: 1d5 ⇒ 2 - Forest

    Free move to Base. Will heal a card (Darb Tuttle), take and display Boors supporter. Bury it to draw... some weapons. BR check. :)

    Will post hand after BR question.

    Graveyard is closed. Forest gets a random undead monster, and is shuffled. Quinn is at the Base.


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

    Temporary hand update:

    Quinn wrote:

    Hand: The Dance, Lyrune-quah Moon Maiden, Liquid Courage, Ambrosia, Slick Leather, Dancing Dagger, random weapon, Cerulean Mastermind,

    Displayed: Glamered Leather Armor,
    Deck: 10 Discard: 2 Buried: 3
    Hero Points: 7
    "NOTES:
    Available Support: Any boon buries to add 1d8+4 vs. local barrier.
    Other: Dagger freely adds 1d4 to local combat."

    Skills and Powers:
    SKILLS

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


    During This Adventure: Adventure 6: Death's Vengeance
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
  • Scenarios 6C1: An Unlikely Alliance and 6C2: Backstabbed present a choice for the party regarding how to approach the Red Mantis assassins. Run only one of these scenarios: An Unlikely Alliance if the party wishes to parley with the assassins, or Backstabbed if they choose to fight them. Scenario 6D: The Demilich’s Domain is the standard conclusion to the Year of Rotting Ruin. Characters who have completed this adventure who wish to explore Trazavai’s soul-mist can continue to the optional scenario 6E: The Lich’s Legacy. That scenario is not required to earn the adventure or Adventure Path rewards.
  • After you use the Base's power to recharge cards, you may move or shuffle your deck. (4A Reward)
  • When you close a location and move to the Base, you may immediately explore it once. (4B Reward)

    During This Scenario: 6-6B: With Friends Like These

  • Harrow suit: Keys
    SETUP:
  • Add the Onslaughts wildcard Desperate.
  • After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.

    STORY BANES:

  • Danger: Vampire
  • Villain: Zanobia Zenderolm (Zenobia Zanthret)
  • Closing Henchmen: Vampires-Proxy A

    DURING THIS SCENARIO:

  • Before acting against a story bane, roll 1d6.
    1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
    2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
    3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
    4. Suffer 1d4 Force damage.
    5. Bury an ally or a blessing.
    6. Discard a random card from your hand or bury a random card from your discards.
  • Desperate: When you encounter a boon and do not acquire it, discard a card.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Yzahnum The Efreeti
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    23

    Powers
    Before acting, roll 1d6.
    1–2. This monster is evaded; add the new location Twisting Passages and move to it.
    3–4. Treat every feat on your character and role card as unchecked until the end of the turn.
    5–6. Bury your discards, then discard your hand.
    If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia’s Mantle.

    Monster 2
    Spoiler:
    Traitor
    Monster 1

    Traits
    Human
    Spy
    Veteran

    Check
    Combat
    9+##

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

    Monster 3
    Spoiler:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

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

    Monster 4
    Spoiler:
    Sentinel Devil
    Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    23

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

    Monster 5
    Spoiler:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Dispelling Mist
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Dexterity
    Disable
    12
    OR
    Arcane
    Divine
    15

    Powers
    If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
    • At the start and end of your turn, recharge a random Magic boon.
    • When this location is closed, banish this barrier.

    Barrier 2
    Spoiler:
    Cursed Statue
    Barrier 5

    Traits
    Trigger
    Curse

    Check
    Wisdom
    Disable
    Perception
    10

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

    Barrier 3
    Spoiler:
    Brain Mold
    Barrier 4

    Traits
    Obstacle
    Plant

    Check
    Intelligence
    Knowledge
    10
    OR
    Wisdom
    Survival
    7

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

    Barrier 4
    Spoiler:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Soultrapping Gem
    Barrier 6

    Traits
    Trap
    Magic

    Check
    None
    0

    Powers
    Display this barrier. While displayed:
    • You may not move or explore.
    • At the start of a local character’s turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
    • When your location is closed, banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Shocking Sawtooth Saber
    Weapon 6

    Traits
    Sword
    Melee
    Slashing
    Electricity
    Finesse
    Magic
    Red Mantis

    Check
    Strength
    Acrobatics
    Melee
    16

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
    If proficient, you may additionally discard to add another 1d8+6.

    Weapon 2
    Spoiler:
    Returning Totem Spear
    Weapon 4

    Traits
    Spear
    Melee
    Ranged
    2-handed
    Respect
    Magic

    Check
    Strength
    Melee
    12
    OR
    Dexterity
    Ranged
    Survival
    14

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

    Weapon 3
    Spoiler:
    Speed Battleaxe
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    14

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

    Weapon 4
    Spoiler:
    Blackjack’s Daggers
    Weapon 4

    Traits
    Loot
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic
    Blackjack

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    11

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

    Weapon 5
    Spoiler:
    Deathbane Throwing Axe
    Weapon 5

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    13

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

    Random Spells:
    Spell 1
    Spoiler:
    Meteor Swarm
    Spell 6

    Traits
    Magic
    Arcane
    Attack
    Bludgeoning

    Check
    Intelligence
    Arcane
    15

    Powers
    For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.

    Spell 2
    Spoiler:
    Divine Blaze
    Spell 4

    Traits
    Magic
    Divine
    Attack
    Fire

    Check
    Wisdom
    Divine
    12

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

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

    Spell 3
    Spoiler:
    Major Harrowing
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Harrow

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    14

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

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

    Spell 4
    Spoiler:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

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

    Spell 5
    Spoiler:
    Dominate
    Spell 6

    Traits
    Magic
    Arcane
    Divine
    Attack
    Mental

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    13

    Powers
    When you encounter a monster, banish to evade it, then search your location for a boon and draw it.

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

    Random Armors:
    Armor 1
    Spoiler:
    Totem Klar
    Armor 4

    Traits
    Shield
    Offhand
    Piercing
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    11

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

    Armor 2
    Spoiler:
    Shoanti Barbarian Hide
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 3
    Spoiler:
    Moon Maiden Armor
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 4
    Spoiler:
    Dread Helm
    Armor 5

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Divine
    Fortitude
    12

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

    Armor 5
    Spoiler:
    Mantle Of Faith
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    15

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    • When you suffer any damage, you may bury to reduce it to 0.
    • On a local check against a story bane, you may freely discard to add your Divine modifier.

    Random Items:
    Item 1
    Spoiler:
    Scabbard Of Keen Edges
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Craft
    12

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

    Item 2
    Spoiler:
    The Lost Harrows
    Item 6

    Traits
    Tool
    Magic
    Gambling
    Harrow

    Check
    Intelligence
    Knowledge
    12

    Powers
    Display and choose any skill. While displayed:
    • Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
    • When you fail a check using that skill, bury this card.

    Item 3
    Spoiler:
    Silver War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    5

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

    Item 4
    Spoiler:
    Wand Of Flame
    Item 2

    Traits
    Wand
    Magic
    Arcane
    Divine
    Attack
    Fire
    Veteran

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    11

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

    Item 5
    Spoiler:
    Ring Of Immolation
    Item 5

    Traits
    Accessory
    Fire
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    8
    OR
    Intelligence
    Arcane
    9

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

    Random Allies:
    Ally 1
    Spoiler:
    Hippogriff Fledgling
    Ally 4

    Traits
    Animal
    Mount

    Check
    Wisdom
    Survival
    11

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

    Ally 2
    Spoiler:
    Venster Arabasti
    Ally 6

    Traits
    Undead
    Ghost
    Aristocrat

    Check
    Charisma
    Diplomacy
    14
    OR
    Banish A Harrow Card
    0

    Powers
    Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
    If the hour is a Harrow blessing, discard to draw it.

    Ally 3
    Spoiler:
    Hippogriff
    Ally 6

    Traits
    Animal
    Mount

    Check
    Wisdom
    Survival
    16

    Powers
    On a local combat check, recharge to add 2d4.
    Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.

    Ally 4
    Spoiler:
    Salvator Scream
    Ally 4

    Traits
    Loot
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    10
    OR
    Knowledge
    9

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

    Ally 5
    Spoiler:
    Landshark Whelp
    Ally 4

    Traits
    Aberration

    Check
    Wisdom
    Survival
    9

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

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 2
    Spoiler:
    Gozreh’s Growth
    Blessing 1

    Traits
    Deity: Gozreh
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Survival
    4+#

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

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

    Blessing 3
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 4
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 5
    Spoiler:
    Our Lord In Iron
    Blessing 3

    Traits
    Deity: Gorum
    Divine

    Check
    Divine
    Melee
    Ranged
    8

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

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

    Turn: 14 Valaros/Katlyn99

    Top of Blessing Discard Pile: The Survivor - When this is the hour: At the start of your turn, you may recharge any number of cards then reset.

    Top Blessing:
    The Survivor
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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


    Blessings Remaining: 16
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 15 Radillo)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

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

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

    Blessings Deck Card 2 (Turn 16 Alahazra)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Blessings Deck Card 3 (Turn 17 Flenta)
    Spoiler:
    Lady Of Valor
    Blessing 3

    Traits
    Deity: Iomedae
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may discard an armor or the top card of your deck to add 1d6.

    On another character’s check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Blessings Deck Card 4 (Turn 18 Quinn)
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Blessings Deck Card 5 (Turn 19 Valaros)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Blessings Deck Card 6 (Turn 20 Radillo)
    Spoiler:
    The First
    Blessing 3

    Traits
    Deity: Asmodeus
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Blessings Deck Card 7 (Turn 21 Alahazra)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 8 (Turn 22 Flenta)
    Spoiler:
    The Lost
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

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

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

    Blessings Deck Card 9 (Turn 23 Quinn)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 10 (Turn 24 Valaros)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 11 (Turn 25 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 12 (Turn 26 Alahazra)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard an ally, recharge it instead.

    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.

    Blessings Deck Card 13 (Turn 27 Flenta)
    Spoiler:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

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

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

    Blessings Deck Card 14 (Turn 28 Quinn)
    Spoiler:
    The Savored Sting
    Blessing 3

    Traits
    Deity: Calistria
    Divine

    Check
    Charisma
    Divine
    8

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

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

    Blessings Deck Card 15 (Turn 29 Valaros)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 16 (Turn 30 Radillo)
    Spoiler:
    The Twin
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Stealth
    4+#

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

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

    Campsite
    Traits: Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M:5 Ba:0 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1

    Campsite Card 1:
    Lyrune-quah Truthspeaker
    Ally 4

    Traits
    Human
    Oracle
    Respect

    Check
    Charisma
    Diplomacy
    Divine
    12
    OR
    Recharge A Respect Boon
    0

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

    Campsite Card 2:
    Third Eye
    Item 6

    Traits
    Object
    Magic

    Check
    Wisdom
    Arcane
    Divine
    Perception
    13

    Powers
    Display. While displayed:
    • At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
    • On your Perception check, you may freely reveal to add 1d10.
    • You may freely reload to ignore a power that happens when you examine a card.

    Campsite Card 3:
    Manananggal
    Monster 5

    Traits
    Undead

    Check
    Combat
    20
    THEN
    Combat
    20

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

    Campsite Card 4:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Campsite Card 5:
    Serithtial
    Weapon 6

    Traits
    Loot
    Sword
    Melee
    Slashing
    2-handed
    Finesse
    Magic

    Check
    Strength
    Acrobatics
    Melee
    19

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
    After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
    When rebuilding, you may treat this weapon as an ally.

    Campsite Card 6:
    Fury Devil
    Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    23

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

    Campsite Card 7:
    Sayona
    Monster 5

    Traits
    Undead
    Sayona

    Check
    Combat
    21

    Powers
    Immune to Mental and Poison.
    Resistant to Cold.
    On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.

    Campsite Card 8:
    Firepelt Cougar
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    12

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

    Campsite Card 9:
    Warsworn
    Monster 6

    Traits
    Undead

    Check
    Combat
    26

    Powers
    Immune to Mental and Poison.
    Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
    If undefeated, suffer the scourge Drained.

    Campsite Card 10:
    Thundering Earthbreaker
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    2-handed
    Respect
    Magic

    Check
    Strength
    Melee
    15

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

    Campsite Card 11:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Forest
    Traits: Wild
    At This Location: When you defeat a monster, you may discard a card to explore.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M:4 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Val, Flenta,

    Forest Card 1:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Forest Card 2:
    Troll
    Monster 2

    Traits
    Troll
    Veteran

    Check
    Combat
    8+##
    THEN
    Combat
    10+##

    Powers
    Vulnerable to Fire.
    Before acting, each local character suffers 1 Combat damage.
    If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.

    Forest Card 3:
    Bloodbug Swarm
    Monster 4

    Traits
    Animal
    Swarm

    Check
    Combat
    10
    THEN
    Combat
    11
    THEN
    Combat
    12

    Powers
    Vulnerable to Attack.
    If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.

    Forest Card 4:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    The difficulty is increased by the hour’s level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Forest Card 5:
    Immortal Ichor
    Monster 6

    Traits
    Ooze

    Check
    Combat
    23

    Powers
    Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
    Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
    If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.

    Forest Card 6:
    Vindicator
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Forest Card 7:
    Banshee
    Monster 5

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    21

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

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

    Trail
    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

    River
    Traits: Aquatic, Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M:4 Ba:1 W:0 Sp:1 Ar:1 I:2 Al:0 Bl:1 ?:1

    River Card 1:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    River Card 2:
    Greater Bolstering Armor
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    14

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    • When you suffer any damage, you may bury to reduce it to 0.

    River Card 3:
    Ash Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    22

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

    River Card 4:
    Brooch Of Protection
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Fortitude
    10

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

    River Card 5:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    River Card 6:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

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

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

    River Card 7:
    Red War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    7

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

    River Card 8:
    Corrosive Storm
    Spell 6

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    13

    Powers
    Freely display. While displayed:
    • On combat checks, add 2d6 and the Acid trait.
    • At the end of the turn, banish; each other character suffers 1 Acid damage.

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

    River Card 9:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    River Card 10:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

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

    River Card 11:
    Guardian Zombie
    Monster 2

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Cold, Electricity, Mental and Poison.
    If undefeated, suffer the scourge Plagued.

    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:3 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
    Notes: Red Mantis Ambush

    Ruin Card 1:
    Baykok
    Monster 5

    Traits
    Trigger
    Undead

    Check
    Combat
    21

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

    Ruin Card 2:
    Wand Of Restorative Touch
    Item 4

    Traits
    Wand
    Divine
    Magic
    Healing

    Check
    Wisdom
    Divine
    10

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

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

    Ruin Card 3:
    Ghast
    Monster 3

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    13+##

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

    Ruin Card 4:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Ruin Card 5:
    Stone-shard Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    14

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

    Ruin Card 6:
    Red Mantis Ambush
    Barrier 4

    Traits
    Skirmish
    Red Mantis

    Check
    None
    0

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

    Ruin Card 7:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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

    Ravine
    Traits: Underground, Wild
    At This Location: The difficulty of combat checks is increased by #.
    When Closing: Bury a random card.
    When Permanently Closed: You may heal a buried card.
    M:3 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
    Located here: Rad
    Notes: Create Mindscape displayed
    Zenobia Zenderholm (villain)

    Ravine Card 1:
    Ash Giant Zombie
    Monster 5

    Traits
    Undead
    Zombie

    Check
    Combat
    24

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

    Ravine Card 2:
    Zenobia Zenderholm
    Story Bane Monster 6

    Traits
    Undead
    Cleric

    Check
    Constitution
    Fortitude
    8
    THEN
    Combat
    22

    Powers
    Immune to Mental and Poison.
    After acting, suffer the scourges Drained and Plagued.

    Ravine Card 3:
    Labyrinth
    Barrier 1

    Traits
    Obstacle
    Veteran

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

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

    Ravine Card 4:
    Safe Haven
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    13

    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.

    Ravine Card 5:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Ravine Card 6:
    Ancient Black Dragon
    Monster 6

    Traits
    Dragon
    Acid

    Check
    Combat
    28
    OR
    Diplomacy
    18

    Powers
    Immune to Acid. All damage is Acid.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.

    Ravine Card 7:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Ravine Card 8:
    Staff Of Greater Necromancy
    Item 6

    Traits
    Loot
    Staff
    Magic
    Arcane
    Divine
    Attack

    Check
    Arcane
    Divine
    12

    Powers
    For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
    If proficient, at the end of your turn, bury to heal 1d4+1 allies.

    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: Quinn,

    Base Card 1:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

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

    Base Card 2:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

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

    Base Card 3:
    Jayna Lemore
    Supporter 3

    Traits
    Human
    Paladin

    Check
    NONE
    0

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

    Base Card 4:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

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


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

    For Boors, Quinn is taking Shocking Sawtooth Saber (weapon 6) from random Weapons list. Nice.

    Quinn wrote:

    Hand: The Dance, Lyrune-quah Moon Maiden, Liquid Courage, Ambrosia, Slick Leather, Dancing Dagger, Shocking Sawtooth Saber, Cerulean Mastermind,

    Displayed: Glamered Leather Armor,
    Deck: 10 Discard: 2 Buried: 3
    Hero Points: 7
    "NOTES:
    Available Support: Any boon buries to add 1d8+4 vs. local barrier.
    Other: Dagger freely adds 1d4 to local combat."

    Skills and Powers:
    SKILLS

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


    During This Adventure: Adventure 6: Death's Vengeance
    Story Banes | Scourges | Loot

  • At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the adventure's harrow suit as being level #.
  • Each character records the supporters they rally, the supporters they uncheck, and the supporter feats they gain on their own Chronicle sheets. (When there is a choice regarding these, each character makes their own choice.)
  • When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained.
  • Scenarios 6C1: An Unlikely Alliance and 6C2: Backstabbed present a choice for the party regarding how to approach the Red Mantis assassins. Run only one of these scenarios: An Unlikely Alliance if the party wishes to parley with the assassins, or Backstabbed if they choose to fight them. Scenario 6D: The Demilich’s Domain is the standard conclusion to the Year of Rotting Ruin. Characters who have completed this adventure who wish to explore Trazavai’s soul-mist can continue to the optional scenario 6E: The Lich’s Legacy. That scenario is not required to earn the adventure or Adventure Path rewards.
  • After you use the Base's power to recharge cards, you may move or shuffle your deck. (4A Reward)
  • When you close a location and move to the Base, you may immediately explore it once. (4B Reward)

    During This Scenario: 6-6B: With Friends Like These

  • Harrow suit: Keys
    SETUP:
  • Add the Onslaughts wildcard Desperate.
  • After drawing starting hands, a character may search the Base and vault for the supporter Aviva Racovick, then draw and play her.

    STORY BANES:

  • Danger: Vampire
  • Villain: Zanobia Zenderolm (Zenobia Zanthret)
  • Closing Henchmen: Vampires-Proxy A

    DURING THIS SCENARIO:

  • Before acting against a story bane, roll 1d6.
    1. Each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4+1 Fire damage.
    2. Each local character must succeed at a Constitution or Fortitude 10 check or suffer 1 Poison damage and the scourge Poisoned.
    3. Each local character must succeed at a Wisdom or Perception 10 check or suffer the scourge Dazed.
    4. Suffer 1d4 Force damage.
    5. Bury an ally or a blessing.
    6. Discard a random card from your hand or bury a random card from your discards.
  • Desperate: When you encounter a boon and do not acquire it, discard a card.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Landshark
    Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

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

    Monster 2
    Spoiler:
    Ogre
    Monster 0

    Traits
    Giant
    Ogre
    Veteran

    Check
    Combat
    12+##

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

    Monster 3
    Spoiler:
    Zombie
    Monster 0

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9+##

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

    Monster 4
    Spoiler:
    Sentinel Devil
    Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    23

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

    Monster 5
    Spoiler:
    Catoblepas
    Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    20

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Barrier 2
    Spoiler:
    Foes On All Sides
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    None
    0

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

    Barrier 3
    Spoiler:
    Warning Bells
    Barrier 5

    Traits
    Trigger
    Curse
    Undead

    Check
    Constitution
    Fortitude
    13
    OR
    Intelligence
    Perception
    15

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

    Barrier 4
    Spoiler:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Dispelling Mist
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Dexterity
    Disable
    12
    OR
    Arcane
    Divine
    15

    Powers
    If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
    • At the start and end of your turn, recharge a random Magic boon.
    • When this location is closed, banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Deathbane Sling
    Weapon 5

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
    On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.

    Weapon 2
    Spoiler:
    Sawtooth Saber
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Red Mantis
    Veteran

    Check
    Strength
    Acrobatics
    Melee
    13

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

    Weapon 3
    Spoiler:
    Ashbringer
    Weapon 6

    Traits
    Loot
    Scythe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    18

    Powers
    For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. If any die rolled on this check shows 1, count it as a 3 or, if proficient, as a 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 4
    Spoiler:
    Horrorbane Heavy Pick
    Weapon 5

    Traits
    Pick
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    13

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

    Weapon 5
    Spoiler:
    Keen Spiked Chain
    Weapon 5

    Traits
    Chain
    Melee
    Piercing
    Finesse
    2-handed
    Magic

    Check
    Strength
    Acrobatics
    Melee
    15

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

    Random Spells:
    Spell 1
    Spoiler:
    Enervation
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    On any combat check, freely banish to decrease the difficulty by 2d4.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.

    Spell 2
    Spoiler:
    Acid Rain
    Spell 4

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    11

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

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

    Spell 3
    Spoiler:
    Divine Blaze
    Spell 4

    Traits
    Magic
    Divine
    Attack
    Fire

    Check
    Wisdom
    Divine
    12

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

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

    Spell 4
    Spoiler:
    Meteor Swarm
    Spell 6

    Traits
    Magic
    Arcane
    Attack
    Bludgeoning

    Check
    Intelligence
    Arcane
    15

    Powers
    For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.

    Spell 5
    Spoiler:
    Embiggen
    Spell P2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

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

    Random Armors:
    Armor 1
    Spoiler:
    Totem Klar
    Armor 4

    Traits
    Shield
    Offhand
    Piercing
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    11

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

    Armor 2
    Spoiler:
    Mantle Of Faith
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Divine
    Fortitude
    15

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
    • When you suffer any damage, you may bury to reduce it to 0.
    • On a local check against a story bane, you may freely discard to add your Divine modifier.

    Armor 3
    Spoiler:
    Moon Maiden Armor
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 4
    Spoiler:
    Shoanti Barbarian Hide
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 5
    Spoiler:
    Dread Helm
    Armor 5

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Divine
    Fortitude
    12

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

    Random Items:
    Item 1
    Spoiler:
    Lyre Of Storms
    Item 6

    Traits
    Instrument
    Magic

    Check
    Charisma
    Divine
    12

    Powers
    On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
    At the end of any turn, discard this card to let any number of other characters move.

    Item 2
    Spoiler:
    Whisper Of The First Lie
    Item 5

    Traits
    Accessory
    Magic

    Check
    Charisma
    Diplomacy
    14

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

    Item 3
    Spoiler:
    Scabbard Of Keen Edges
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Craft
    12

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

    Item 4
    Spoiler:
    Ring Of Immolation
    Item 5

    Traits
    Accessory
    Fire
    Magic
    Veteran

    Check
    Constitution
    Fortitude
    8
    OR
    Intelligence
    Arcane
    9

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

    Item 5
    Spoiler:
    Wand Of Flame
    Item 2

    Traits
    Wand
    Magic
    Arcane
    Divine
    Attack
    Fire
    Veteran

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    11

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

    Random Allies:
    Ally 1
    Spoiler:
    Jasan Adriel
    Ally 4

    Traits
    Human
    Spy

    Check
    Charisma
    Diplomacy
    11
    OR
    Knowledge
    10

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

    Ally 2
    Spoiler:
    Nightspear
    Ally 4

    Traits
    Outsider
    Agathion
    Healing

    Check
    Wisdom
    Survival
    11
    OR
    Divine
    9

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

    Ally 3
    Spoiler:
    Andachi
    Ally 5

    Traits
    Undead
    Ghost
    Aristocrat

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury A Divine Boon
    0

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

    Ally 4
    Spoiler:
    Risibeth
    Ally 5

    Traits
    Undead
    Sayona
    Soldier

    Check
    Charisma
    Diplomacy
    12
    OR
    Bury An Ally
    0

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

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

    Ally 5
    Spoiler:
    Toff Ornelos
    Ally 6

    Traits
    Human
    Aristocrat
    Wizard

    Check
    Charisma
    Diplomacy
    15
    OR
    Arcane
    13

    Powers
    On a local check that invokes the Magic trait, recharge to add 1d8.
    Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessing 2
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

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

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

    Blessing 3
    Spoiler:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessing 4
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Blessing 5
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Turn: 14 Valaros/Katlyn99

    Top of Blessing Discard Pile: The Survivor - When this is the hour: At the start of your turn, you may recharge any number of cards then reset.

    Top Blessing:
    The Survivor
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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


    Blessings Remaining: 16
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 15 Radillo)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

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

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

    Blessings Deck Card 2 (Turn 16 Alahazra)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Blessings Deck Card 3 (Turn 17 Flenta)
    Spoiler:
    Lady Of Valor
    Blessing 3

    Traits
    Deity: Iomedae
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may discard an armor or the top card of your deck to add 1d6.

    On another character’s check to defeat, discard to add 2d8; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Blessings Deck Card 4 (Turn 18 Quinn)
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Blessings Deck Card 5 (Turn 19 Valaros)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Blessings Deck Card 6 (Turn 20 Radillo)
    Spoiler:
    The First
    Blessing 3

    Traits
    Deity: Asmodeus
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Blessings Deck Card 7 (Turn 21 Alahazra)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 8 (Turn 22 Flenta)
    Spoiler:
    The Lost
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

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

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

    Blessings Deck Card 9 (Turn 23 Quinn)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 10 (Turn 24 Valaros)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 11 (Turn 25 Radillo)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 12 (Turn 26 Alahazra)
    Spoiler:
    The Publican
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard an ally, recharge it instead.

    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.

    Blessings Deck Card 13 (Turn 27 Flenta)
    Spoiler:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

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

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

    Blessings Deck Card 14 (Turn 28 Quinn)
    Spoiler:
    The Savored Sting
    Blessing 3

    Traits
    Deity: Calistria
    Divine

    Check
    Charisma
    Divine
    8

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

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

    Blessings Deck Card 15 (Turn 29 Valaros)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 16 (Turn 30 Radillo)
    Spoiler:
    The Twin
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Stealth
    4+#

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

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

    Campsite
    Traits: Wild
    At This Location: At the end of your turn, you may heal a card.
    When Closing: Choose 3 different types of boons, then recharge a boon of each type.
    When Permanently Closed: No effect.
    M:4 Ba:0 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1

    Campsite Card 1:
    Lyrune-quah Truthspeaker
    Ally 4

    Traits
    Human
    Oracle
    Respect

    Check
    Charisma
    Diplomacy
    Divine
    12
    OR
    Recharge A Respect Boon
    0

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

    Campsite Card 2:
    Third Eye
    Item 6

    Traits
    Object
    Magic

    Check
    Wisdom
    Arcane
    Divine
    Perception
    13

    Powers
    Display. While displayed:
    • At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
    • On your Perception check, you may freely reveal to add 1d10.
    • You may freely reload to ignore a power that happens when you examine a card.

    Campsite Card 3:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Campsite Card 4:
    Serithtial
    Weapon 6

    Traits
    Loot
    Sword
    Melee
    Slashing
    2-handed
    Finesse
    Magic

    Check
    Strength
    Acrobatics
    Melee
    19

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
    After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
    When rebuilding, you may treat this weapon as an ally.

    Campsite Card 5:
    Fury Devil
    Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    23

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

    Campsite Card 6:
    Sayona
    Monster 5

    Traits
    Undead
    Sayona

    Check
    Combat
    21

    Powers
    Immune to Mental and Poison.
    Resistant to Cold.
    On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.

    Campsite Card 7:
    Firepelt Cougar
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    12

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

    Campsite Card 8:
    Warsworn
    Monster 6

    Traits
    Undead

    Check
    Combat
    26

    Powers
    Immune to Mental and Poison.
    Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
    If undefeated, suffer the scourge Drained.

    Campsite Card 9:
    Thundering Earthbreaker
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    2-handed
    Respect
    Magic

    Check
    Strength
    Melee
    15

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

    Campsite Card 10:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Forest
    Traits: Wild
    At This Location: When you defeat a monster, you may discard a card to explore.
    When Closing: Summon and defeat the danger.
    When Permanently Closed: No effect.
    M:4 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Val, Flenta,

    Forest Card 1:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Forest Card 2:
    Troll
    Monster 2

    Traits
    Troll
    Veteran

    Check
    Combat
    8+##
    THEN
    Combat
    10+##

    Powers
    Vulnerable to Fire.
    Before acting, each local character suffers 1 Combat damage.
    If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.

    Forest Card 3:
    Bloodbug Swarm
    Monster 4

    Traits
    Animal
    Swarm

    Check
    Combat
    10
    THEN
    Combat
    11
    THEN
    Combat
    12

    Powers
    Vulnerable to Attack.
    If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.

    Forest Card 4:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    The difficulty is increased by the hour’s level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Forest Card 5:
    Immortal Ichor
    Monster 6

    Traits
    Ooze

    Check
    Combat
    23

    Powers
    Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
    Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
    If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.

    Forest Card 6:
    Vindicator
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Forest Card 7:
    Banshee
    Monster 5

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    21

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

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

    Trail
    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

    River
    Traits: Aquatic, Wild
    At This Location: On your check, you may discard a card to reroll a die.
    When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
    When Permanently Closed: Each local character may give a boon to another character at any location.
    M:3 Ba:1 W:0 Sp:1 Ar:1 I:2 Al:0 Bl:1 ?:1

    River Card 1:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    River Card 2:
    Greater Bolstering Armor
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    14

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
    • When you suffer any damage, you may bury to reduce it to 0.

    River Card 3:
    Ash Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    22

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

    River Card 4:
    Brooch Of Protection
    Item 5

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Fortitude
    10

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

    River Card 5:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    River Card 6:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

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

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

    River Card 7:
    Red War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    7

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

    River Card 8:
    Corrosive Storm
    Spell 6

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    13

    Powers
    Freely display. While displayed:
    • On combat checks, add 2d6 and the Acid trait.
    • At the end of the turn, banish; each other character suffers 1 Acid damage.

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

    River Card 9:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    River Card 10:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

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

    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:2 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
    Notes: Red Mantis Ambush

    Ruin Card 1 - Red Mantis Ambush:
    Red Mantis Ambush
    Barrier 4

    Traits
    Skirmish
    Red Mantis

    Check
    None
    0

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

    Ruin Card 2:
    Stone-shard Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    14

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

    Ruin Card 3:
    Wand Of Restorative Touch
    Item 4

    Traits
    Wand
    Divine
    Magic
    Healing

    Check
    Wisdom
    Divine
    10

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

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

    Ruin Card 4:
    Vampire
    Story Bane Monster 2

    Traits
    Undead
    Vampire
    Veteran

    Check
    Combat
    10+##
    THEN
    Combat
    10+##
    OR
    Divine
    7+#

    Powers
    Immune to Mental and Poison.
    While acting, before any character plays a card, that character recharges a card.
    If undefeated, bury 2 random cards from your discards and suffer the scourge Drained.

    Ruin Card 5:
    Ghast
    Monster 3

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    13+##

    Powers
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
    If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.

    Ruin Card 6:
    Baykok
    Monster 5

    Traits
    Trigger
    Undead

    Check
    Combat
    21

    Powers
    When examined, suffer 1d6 Force damage.
    Immune to Mental and Poison.
    Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
    If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.

    Ravine
    Traits: Underground, Wild
    At This Location: The difficulty of combat checks is increased by #.
    When Closing: Bury a random card.
    When Permanently Closed: You may heal a buried card.
    M:2 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
    Located here: Rad
    Notes: Create Mindscape displayed
    Zenobia Zenderholm (villain)

    Ravine Card 1 - Zenobia Zenderholm:
    Zenobia Zenderholm
    Story Bane Monster 6

    Traits
    Undead
    Cleric

    Check
    Constitution
    Fortitude
    8
    THEN
    Combat
    22

    Powers
    Immune to Mental and Poison.
    After acting, suffer the scourges Drained and Plagued.

    Ravine Card 2:
    Ancient Black Dragon
    Monster 6

    Traits
    Dragon
    Acid

    Check
    Combat
    28
    OR
    Diplomacy
    18

    Powers
    Immune to Acid. All damage is Acid.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.

    Ravine Card 3:
    Safe Haven
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    13

    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.

    Ravine Card 4:
    Staff Of Greater Necromancy
    Item 6

    Traits
    Loot
    Staff
    Magic
    Arcane
    Divine
    Attack

    Check
    Arcane
    Divine
    12

    Powers
    For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
    If proficient, at the end of your turn, bury to heal 1d4+1 allies.

    Ravine Card 5:
    Ash Giant Zombie
    Monster 5

    Traits
    Undead
    Zombie

    Check
    Combat
    24

    Powers
    Immune to Cold, Electricity, Force, Mental, and Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

    Ravine Card 6:
    Labyrinth
    Barrier 1

    Traits
    Obstacle
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    Survival
    8+#

    Powers
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.

    Ravine Card 7:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

    On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    Discard to examine the top card of your location, then you may explore.

    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: Quinn,

    Base Card 1:
    Pathfinder Chronicler
    Supporter 1

    Traits
    Human
    Bard

    Check

    Powers
    Display. While displayed:
    • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#.
    • □ You may bury to examine the top 3 cards of any location.

    Base Card 2:
    Moise
    Supporter 2

    Traits
    Human
    Hunter

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them.
    • □ You may bury to draw a card, then each local character may recharge a card; any that do may draw a card.

    Base Card 3:
    Jayna Lemore
    Supporter 3

    Traits
    Human
    Paladin

    Check
    NONE
    0

    Powers
    Display. While displayed:
    • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait.
    • □ You may bury to allow a local character to ignore a card's before or after acting power.

    Base Card 4:
    Pathfinder Bodyguard
    Supporter 1

    Traits
    Human
    Fighter

    Check

    Powers
    Display. While displayed:
    • When a local character suffers damage, you may bury to reduce it to 0.
    • □ To let any character avenge, you may bury; during the encounter, add 1d6 to all checks.

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