[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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During This Adventure: Year of Rotting Ruins - Adventure 1: City of Sails and Shrouds
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.

    During This Scenario: 6-1D: Treating the Infection

  • Harrow Suit: Shields
  • Danger: Cultist
  • Villain: Chemist (Viora Skedrin)
  • Closing Henchmen: Clockwork Guardian, Screaming Lock, Poison Dart Trap, Animated Objects-Proxy A, Trapped Furniture-Proxy B
  • When you defeat a bane, a random local character searches the confiscated pile and draws any card from it.
  • You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Laboratory.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Shadow
    Monster 1

    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

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

    Monster 2
    Spoiler:
    Ratling
    Monster 1

    Traits
    Aberration

    Check
    Combat
    9

    Powers
    Immune to Poison.
    Before acting, another local character summons and encounters this monster.
    If undefeated, suffer the scourge Plagued.

    Monster 3
    Spoiler:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

    Powers
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Monster 4
    Spoiler:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

    Powers
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Monster 5
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Concealed Hatch
    Barrier 1

    Traits
    Lock

    Check
    Strength
    5
    OR
    Disable
    3

    Powers
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.

    Barrier 2
    Spoiler:
    Razor Snare
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    Survival
    6

    Powers
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Barrier 3
    Spoiler:
    Door Spike
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Wisdom
    Disable
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    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:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

    Powers
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Random Weapons:
    Weapon 1
    Spoiler:
    Keen Rapier
    Weapon 1

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Acrobatics
    Melee
    9

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

    Weapon 2
    Spoiler:
    Longbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    7

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

    Weapon 3
    Spoiler:
    Quarterstaff
    Weapon 0

    Traits
    Staff
    Melee
    Bludgeoning
    2-handed

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
    Discard to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 4
    Spoiler:
    Sword Cane
    Weapon 0

    Traits
    Staff
    Melee
    Bludgeoning
    Finesse

    Check
    Strength
    Melee
    Stealth
    6

    Powers
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits.
    At the end of your turn, recharge to move.

    Weapon 5
    Spoiler:
    Warhammer
    Weapon 0

    Traits
    Hammer
    Melee
    Bludgeoning

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Random Spells:
    Spell 1
    Spoiler:
    Enhance
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

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

    Spell 2
    Spoiler:
    Harrowstrike
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Force
    Harrow

    Check
    Intelligence
    Arcane
    7
    OR
    Wisdom
    Divine
    8

    Powers
    Display. While displayed:
    • For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
    • At the end of your turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.

    Spell 3
    Spoiler:
    Fiery Glare
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    7

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.

    Spell 4
    Spoiler:
    Confusion
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Mental

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Spell 5
    Spoiler:
    Holy Light
    Spell 1

    Traits
    Magic
    Divine
    Attack

    Check
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Helm
    Armor 0

    Traits
    Heavy Armor
    Helm

    Check
    Constitution
    Fortitude
    4

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 2
    Spoiler:
    Studded Leather Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    4

    Powers
    Display. While displayed:
    • When you discard cards as Combat damage, you may reload 1 of those cards.
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 1.

    Armor 3
    Spoiler:
    Spiked Breastplate
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    6

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Armor 4
    Spoiler:
    Archer’s Kite Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    5

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 5
    Spoiler:
    Light Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    3

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Random Items:
    Item 1
    Spoiler:
    Elixir Of Energy Resistance
    Item 0

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    5

    Powers
    Display next to a local character.
    While displayed:
    • When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1.
    • When they suffer Acid, Cold, Electricity, or Fire damage, you may banish to reduce it to 0.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Item 2
    Spoiler:
    Sacred Candle
    Item 1

    Traits
    Object
    Magic
    Divine

    Check
    Wisdom
    Divine
    10

    Powers
    Bury to draw the hour. You may not play this during an encounter.

    Item 3
    Spoiler:
    Mist Horn
    Item 1

    Traits
    Instrument
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    Display next to a location. While displayed:
    • When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
    • At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

    Item 4
    Spoiler:
    Cape Of Escape
    Item 1

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    8

    Powers
    Discard to move, or to evade your encounter then move. You succeed at any check required to move.

    Item 5
    Spoiler:
    Crowbar
    Item 0

    Traits
    Tool

    Check
    Strength
    Melee
    3

    Powers
    On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

    Random Allies:
    Ally 1
    Spoiler:
    Tinker
    Ally 1

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    Disable
    6

    Powers
    On a local check to acquire or Craft check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.

    Ally 2
    Spoiler:
    Korvosan Guard
    Ally 0

    Traits
    Perception
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    6
    OR
    Melee
    Ranged
    5

    Powers
    When a local character suffers damage, recharge to reduce it by 1.
    Discard to explore. This exploration, when you suffer damage, reduce it by 1.

    Ally 3
    Spoiler:
    Acolyte
    Ally 0

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    4

    Powers
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.

    Ally 4
    Spoiler:
    Priest Of Pharasma
    Ally 1

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Bury to heal a local character 1d4+1 cards.
    Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.

    Ally 5
    Spoiler:
    Soldier
    Ally 0

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    4

    Powers
    On a local Strength or Melee check, recharge to add 1d4.
    Discard to explore. This exploration, on your Strength and Melee checks, add 1d4.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

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

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

    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:
    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 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 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.

    Turn: 1 Valaros/Katlyn99

    Top of Blessing Discard Pile: The Real Rabbit Prince - When this is the hour: At the start of your turn, draw this card.

    Top Blessing:
    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.


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

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

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

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

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

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 3 (Turn 4 Flenta)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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

    Blessings Deck Card 4 (Turn 5 Quinn)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 5 (Turn 6 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 7 Radillo)
    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 7 (Turn 8 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 9 Flenta)
    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.

    Blessings Deck Card 9 (Turn 10 Quinn)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 10 (Turn 11 Valaros)
    Spoiler:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

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

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

    Blessings Deck Card 11 (Turn 12 Radillo)
    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 12 (Turn 13 Alahazra)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 13 (Turn 14 Flenta)
    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 14 (Turn 15 Quinn)
    Spoiler:
    The Forge
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

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

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

    Blessings Deck Card 15 (Turn 16 Valaros)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 16 (Turn 17 Radillo)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 17 (Turn 18 Alahazra)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

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

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 19 (Turn 20 Quinn)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

    When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.

    Blessings Deck Card 20 (Turn 21 Valaros)
    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.

    Blessings Deck Card 21 (Turn 22 Radillo)
    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 22 (Turn 23 Alahazra)
    Spoiler:
    The Crows
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Stealth
    4+#

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

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

    Blessings Deck Card 23 (Turn 24 Flenta)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 24 (Turn 25 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 25 (Turn 26 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 26 (Turn 27 Radillo)
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Blessings Deck Card 27 (Turn 28 Alahazra)
    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 28 (Turn 29 Flenta)
    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.

    Blessings Deck Card 29 (Turn 30 Quinn)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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

    Laboratory
    Traits: Urban
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
    When Closing: Succeed at an Intelligence or Craft 5+# check.
    When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
    M:2 Ba:2 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:1

    Laboratory Card 1:
    Chemist
    Story Bane Monster 0

    Traits
    Human
    Alchemist
    Veteran

    Check
    Combat
    11+##
    OR
    Craft
    Diplomacy
    6+#

    Powers
    Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly.
    If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned.

    Laboratory Card 2:
    Detect Evil
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Laboratory Card 3:
    Porcupine
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Fortitude
    Survival
    5

    Powers
    On a local check against an Animal monster, recharge to add 1d8.
    Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.

    Laboratory Card 4:
    Spiked Gauntlet
    Item 0

    Traits
    Accessory
    Piercing

    Check
    Strength
    Melee
    4

    Powers
    On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.

    Laboratory Card 5:
    Imps And House Drakes
    Barrier 0

    Traits
    Skirmish
    Outsider
    Devil
    Dragon

    Check
    Combat
    10
    OR
    Arcane
    Survival
    6

    Powers
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.

    Laboratory Card 6:
    Revitalize
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

    Powers
    Banish to heal each local character a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Laboratory Card 7:
    Strangler
    Monster 1

    Traits
    Aberration

    Check
    Combat
    10

    Powers
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.

    Laboratory Card 8:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Laboratory Card 9:
    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.

    Laboratory Card 10:
    Harrow Deck
    Item 1

    Traits
    Tool
    Magic
    Gambling
    Harrow
    Mental

    Check
    Wisdom
    Perception
    10

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

    DURING RECOVERY
    Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.

    Cell
    Traits: Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M:2 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:2 Bl:1 ?:2
    Located here: everybody

    Cell Card 1:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Cell Card 2:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Cell Card 3:
    Necrophidian
    Monster 1

    Traits
    Construct

    Check
    Combat
    12

    Powers
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.

    Cell Card 4:
    Spiked Volley
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    9

    Powers
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

    Cell 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.

    Cell Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Cell Card 7:
    Scythe
    Weapon 0

    Traits
    Scythe
    Melee
    Slashing
    2-handed

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Cell Card 8:
    Dire Rat
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Survival
    6

    Powers
    After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
    If undefeated, suffer the scourge Plagued.

    Cell Card 9:
    Frog
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Fortitude
    Survival
    4

    Powers
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.

    Cell Card 10:
    Sage
    Ally 0

    Traits
    Human
    Arcanist

    Check
    Charisma
    Diplomacy
    Knowledge
    4

    Powers
    On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then shuffle the location, then you may explore.

    Cell Card 11:
    Chain Shirt
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    4

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.

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

    Oubliette Card 1:
    Boggart
    Monster 1

    Traits
    Fey

    Check
    Knowledge
    Perception
    4
    THEN
    Combat
    10

    Powers
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

    Oubliette Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Oubliette Card 3:
    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.

    Oubliette Card 4:
    Hell Hound
    Monster 1

    Traits
    Outsider

    Check
    Combat
    10

    Powers
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Oubliette Card 5:
    Seeking Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    11

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character’s combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Oubliette Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Oubliette Card 7:
    Dog
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    3

    Powers
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    Oubliette Card 8:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Oubliette Card 9:
    Cruel Longsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.

    Oubliette Card 10:
    Dire Badger
    Monster 1

    Traits
    Animal

    Check
    Combat
    11
    OR
    Perception
    Survival
    6

    Powers
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.

    Oubliette Card 11:
    Wounded Wanderer
    Barrier 1

    Traits
    Task

    Check
    Wisdom
    Craft
    Divine
    Survival
    8

    Powers
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

    Repository
    Traits: Sacred, Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M:1 Ba:2 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:2

    Repository Card 1:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Repository Card 2:
    Dissident Guard
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.

    Repository Card 3:
    Sling
    Weapon 0

    Traits
    Sling
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4.
    On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Repository Card 4:
    Guard Dog
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Charisma
    Survival
    6

    Powers
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

    Repository Card 5:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Repository Card 6:
    Infernal Healing
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Healing

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    Display next to a local character.
    While displayed:
    • At the end of this character’s turns, they may bury a card from their discards to heal a card.
    • At the end of the scenario, banish; if proficient, bury instead.

    Repository Card 7:
    Pit Trap
    Barrier 0

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    6
    OR
    Wisdom
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Repository Card 8:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Repository Card 9:
    Magic Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    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.

    Repository Card 10:
    Bolas
    Weapon 0

    Traits
    Chain
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    5

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

    Repository Card 11:
    Codex
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    5

    Powers
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.

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

    Library Card 1:
    Holy Water
    Item 0

    Traits
    Liquid
    Magic
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    When a local character encounters an Outsider or Undead bane, banish to let them evade it.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

    DURING RECOVERY
    If proficient, you may succeed at a Divine 6 check to recharge this card.

    Library Card 2:
    Antiplague
    Item 0

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    5

    Powers
    Display next to a local character.
    While displayed:
    • On this character’s checks against Disease or Poison cards, add 1d8.
    • You may banish to remove the scourge Plagued or Poisoned from this character.
    • At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Library Card 3:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 4:
    Allip
    Monster 1

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14
    OR
    Divine
    8

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.

    Library Card 5:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Library Card 6:
    Candlelight
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Library Card 7:
    Screaming Lock
    Story Bane Barrier 1

    Traits
    Lock
    Magic

    Check
    Dexterity
    Arcane
    Disable
    8

    Powers
    Before acting, each local character suffers 1 Mental damage that cannot be reduced.
    If undefeated, suffer the scourge Dazed.

    Library Card 8:
    Levitate
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    6

    Powers
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Library Card 9:
    Invisibility
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

    Powers
    When a local character encounters a monster, banish; they evade it.
    On a local Stealth check, banish to add 2d10.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Library Card 10:
    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.

    Library Card 11:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

    Powers
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

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

    Chambers Card 1:
    Burst Bonds
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

    Powers
    When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
    On a local check against an Obstacle or Trap barrier, banish to add 1d8.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 7 check to recharge it instead.

    Chambers Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Chambers Card 3:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

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

    Chambers Card 4:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Chambers Card 5:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Chambers Card 6:
    Cave Lizard
    Monster 0

    Traits
    Animal

    Check
    Combat
    13
    OR
    Perception
    6

    Powers
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.

    Chambers Card 7:
    Bat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Perception
    Survival
    4

    Powers
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    Chambers Card 8:
    Luckstone
    Item 0

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    6

    Powers
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.

    Chambers Card 9:
    Poison Dart Trap
    Story Bane Barrier 1

    Traits
    Trap
    Poison

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    7

    Powers
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

    Chambers Card 10:
    Bloodscent
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    7

    Powers
    On a local Knowledge, Perception, or Survival check, banish to add 1d10.
    If the character succeeds, you may examine the top card of any location.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.

    Chambers Card 11:
    Fox
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

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

    Manor Card 1:
    Clockwork Guardian
    Story Bane Monster 1

    Traits
    Construct
    Veteran

    Check
    Combat
    13+##
    OR
    Arcane
    Knowledge
    7+#

    Powers
    Immune to Mental and Poison.
    Vulnerable to Electricity.
    If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead.
    If defeated, draw a new weapon.

    Manor Card 2:
    Snake
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

    Manor Card 3:
    Lost Local
    Barrier 0

    Traits
    Task

    Check
    Charisma
    Diplomacy
    5
    OR
    Survival
    7

    Powers
    If undefeated, suffer the scourge Dazed and end your turn.

    Manor Card 4:
    Bracers Of Protection
    Item 0

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    5

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.

    Manor Card 5:
    Mob Of Undead
    Barrier 1

    Traits
    Skirmish
    Undead

    Check
    None
    0

    Powers
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

    Manor Card 6:
    Divine Insight
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Manor Card 7:
    Armor Of Insults
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.
    • To avenge, you may discard a card.

    Manor Card 8:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

    Powers
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Manor Card 9:
    Pig
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    3

    Powers
    On a local Constitution or Charisma check, recharge to add 1d4.
    Discard to explore. This exploration, when you defeat a monster, heal a card.

    Manor Card 10:
    Horn Of Battle Clarity
    Item 0

    Traits
    Instrument
    Magic

    Check
    Charisma
    Melee
    Ranged
    6

    Powers
    On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
    Discard to heal a Hireling or Soldier card.

    Manor Card 11:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers


  • Radillo's Deck Manager

    Life Drain is swapped in for Clinging Venom.
    Chameleon is swapped in for Fox.
    Radillo starts at Cell with everyone else.

    After a time of recovery and some attention from the divinely-skilled Alahazra, Radillo is feeling much better and is back on her feet. The only problem: That wretched witch has pilfered some of her favourite trinkets and locked up her most willing companions. Radillo is not about to sit here and let Viora help herself to her precious collection! The group of Pathfinders must find a way out of here. Oh ya, and we should save the town and help the paladins too, she reminds herself.

    After drawing starting hand, deal top three cards of deck into confiscated pile: Chronicler, Blessing of the Spellbound & Pyrotechnic Blast

    Radillo wrote:

    Hand: Life Drain, Frost Ray, Fire Snake, Locate Object, Chameleon, Blessing of Abadar,

    Displayed:
    Deck: 8 Discard: 0 Buried: 0
    Current Location: Cell
    Hero Points: 3
    NOTES:
    Available Support: Blessing available.
    Other: Dice Re-Roll Used for 6-1D?: N

    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
    Proficiencies:
    Mental
    POWERS:
    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.

    Scarab Sages

    Deck Handler Oracle

    "

    Alahazra wrote:

    Hand: Amulet of Life, Detect Magic (Core), Pyrotechnic Blast, Blessing of Abraxis, Blessing of the Gods 1, Blessing of Sivanah,
    Displayed:
    Deck: 8 Discard: 0 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Binder's tome adds 1d4 to local combat or charisma checks on reveal. (Adds mental trait)
    Movement: Feel free to use blessings.

    Skills and Powers:
    SKILLS

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

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

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

    During your exploration, when you succeed at a check that invokes the
    Fire (☐ or Attack) trait, you may move after you resolve the encounter.

    "

    Confiscated cards:
    Blessing of Abadar
    Researcher
    Cure (Core)


    Deck Handler

    "

    Valeros wrote:

    Hand: Kikko Armor, Mock Armor, Nine-Ring Sword, Crowbar (Core), Staff of Minor Healing (Core),

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Hero Points: 2
    NOTES:
    Available Support: Feel free to recharge/reload weapon or armor to add a 1d6 to a local combat check (2 total available).
    Other: I can avenge by discarding. 0 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Champion's Do-Maru, Chain Mail (Core), Shock Glaive +1, Katana +1, Earthbreaker (Core), Surgeon, Standard Bearer (Core), Blessing of the Gods, Master-at-Arms
    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
    Proficiencies:
    Armor Weapon
    POWERS:
    On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☑ 1d6).
    At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
    You may avenge by discarding (□ or recharging) a card.

    "

    Confiscated Cards: Blessing of Abadar, Blessing of Gorum, Shieldsplitter Lance


    Flenta Deck Handler
    Flenta wrote:

    Hand: Longspear (Core), Blessing of the Samurai, Katana +1, Fiery Glare (Core), The Real Rabbit Prince,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Hero Points: 2
    "NOTES:
    Other: Paizo reroll used for scenario 6-1D?: N "

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Surgeon, Cat-o'-Nine-Tails, Kikko Armor, Conch Shell, Shock Glaive +1, Unerring Weapon, Staff of Minor Healing (Core), Wolfhide Armor, Strength
    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.

    Confiscated Cards:
    Wakizashi
    Blessing of Abadar
    Topaz of Strength


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

    Hand: Masterwork Tools, Majordomo, Double Chicken Saber +1, Troubadour, B of Sages, Boots of Friendly Terrain,

    Displayed:
    Deck: 8 Discard: 0 Buried: 0
    Notes: I can bury an item to add 1d8+2 vs. local barrier. BoS adds a die, or adds 3d8 to per/know. Boots add 1d8 to a local wild or closing check.

    Skills and Powers:
    SKILLS

    Strength d6 []+1
    Dexterity d6 []+1 []+2
    Con d6 []+1
    Intelligence d10 [X]+1 [X]+2 []+3 []+4
    Disable: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 []+1 []+2 []+3 []+4
    Perception: Wisdom +2
    Charisma d6 []+1 []+2 []+3
    Diplomacy: Charisma +2

    Favored Card: Item
    Hand Size 6 [] 7
    Proficient with: Nothing
    Powers:
    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.

    Hero Points: 3

    Confiscated cards: Burglar's Buckler, Rapier, Thieves' Tools


    During This Adventure: Year of Rotting Ruins - Adventure 1: City of Sails and Shrouds
    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.

    During This Scenario: 6-1D: Treating the Infection

  • Harrow Suit: Shields
  • Danger: Cultist
  • Villain: Chemist (Viora Skedrin)
  • Closing Henchmen: Clockwork Guardian, Screaming Lock, Poison Dart Trap, Animated Objects-Proxy A, Trapped Furniture-Proxy B
  • When you defeat a bane, a random local character searches the confiscated pile and draws any card from it.
  • You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Laboratory.
    Confiscated cards:
    Chronicler ®
    Blessing of the Spellbound ®
    Pyrotechnic Blast ®
    Blessing of Abadar (A)
    Researcher (A)
    Cure (Core) (A)
    Blessing of Abadar (V)
    Blessing of Gorum (V)
    Shieldsplitter Lance (V)
    Wakizashi (F)
    Blessing of Abadar (F)
    Topaz of Strength (F)
    Rapier (Q)
    Buckler (Q)
    Thieves' Tools (Q)

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

    Random Monsters:
    Monster 1
    Spoiler:
    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.

    Monster 2
    Spoiler:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

    Powers
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Monster 3
    Spoiler:
    Rat Swarm
    Monster 0

    Traits
    Animal
    Swarm

    Check
    Combat
    9

    Powers
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Monster 4
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Monster 5
    Spoiler:
    Bloodbug
    Monster 0

    Traits
    Animal

    Check
    Combat
    11

    Powers
    If defeated by less than 4, or undefeated, suffer the scourge Wounded.

    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:
    Door Spike
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Wisdom
    Disable
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    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:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

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

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

    Barrier 5
    Spoiler:
    Cutpurse Gang
    Barrier 0

    Traits
    Obstacle

    Check
    Wisdom
    Perception
    Stealth
    5

    Powers
    Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
    If undefeated, each local character buries a card from their discards.

    Random Weapons:
    Weapon 1
    Spoiler:
    Allying Dart
    Weapon 1

    Traits
    Dart
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
    On another local character’s combat check, freely reload to add 1d4+1.

    Weapon 2
    Spoiler:
    Flaming Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Fire
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    9

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 3
    Spoiler:
    Shortsword
    Weapon 0

    Traits
    Sword
    Melee
    Piercing
    Finesse

    Check
    Strength
    Stealth
    Melee
    4

    Powers
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.

    Weapon 4
    Spoiler:
    Heavy Crossbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reload to use Dexterity or Ranged + 1d10.
    On a distant combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 5
    Spoiler:
    Longspear
    Weapon 0

    Traits
    Spear
    Melee
    Piercing
    2-handed

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Random Spells:
    Spell 1
    Spoiler:
    False Life
    Spell 0

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    4

    Powers
    Display. While displayed:
    • When you suffer damage, you may banish to reduce it by 5.
    • At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Spell 2
    Spoiler:
    Sanctuary
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    When a local character encounters a monster, banish to let them evade it; reload the monster into its location.

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

    Spell 3
    Spoiler:
    Remove Disease
    Spell 1

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Banish to remove the scourge Plagued from any number of local characters.

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

    Spell 4
    Spoiler:
    Holy Light
    Spell 1

    Traits
    Magic
    Divine
    Attack

    Check
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Spell 5
    Spoiler:
    Sleep
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Mental

    Check
    Intelligence
    Arcane
    7

    Powers
    When a local character encounters a monster, banish; they evade it.
    On a local check against a monster or an ally, banish to add 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Half-plate
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Armor 2
    Spoiler:
    Hide Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    Survival
    3

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    • On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

    Armor 3
    Spoiler:
    Chain Mail
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    5

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Armor 4
    Spoiler:
    Spiked Half-plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Armor 5
    Spoiler:
    Helm
    Armor 0

    Traits
    Heavy Armor
    Helm

    Check
    Constitution
    Fortitude
    4

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.

    Random Items:
    Item 1
    Spoiler:
    Wand Of Force Missile
    Item 1

    Traits
    Wand
    Magic
    Arcane
    Attack
    Force

    Check
    Intelligence
    Arcane
    6

    Powers
    For your combat check, bury or banish to use Arcane + 2d4.
    On another character’s combat check, bury or banish to add 2d4 and the Force and Magic traits.

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

    Item 2
    Spoiler:
    Holy Symbol
    Item 0

    Traits
    Accessory
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

    Powers
    On your Divine non-combat check, reveal to add 1d4.
    Discard to heal a Divine spell.

    Item 3
    Spoiler:
    Spider Venom
    Item 0

    Traits
    Liquid
    Alchemical
    Poison

    Check
    Intelligence
    Craft
    6

    Powers
    Display. While displayed:
    • On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Item 4
    Spoiler:
    Elixir Of Healing
    Item 0

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    4

    Powers
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Item 5
    Spoiler:
    Wand Of Acid Burst
    Item 1

    Traits
    Wand
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    6

    Powers
    For your combat or Disable check, bury or banish to use Arcane + 2d4.

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

    Random Allies:
    Ally 1
    Spoiler:
    Harrowed Society Student
    Ally 0

    Traits
    Human
    Arcanist
    Harrow

    Check
    Charisma
    Diplomacy
    6

    Powers
    On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
    Discard to explore.

    Ally 2
    Spoiler:
    Guide
    Ally 0

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    5

    Powers
    On a local check to close or to guard, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to close your location, add 1d6.

    Ally 3
    Spoiler:
    Lookout
    Ally 0

    Traits
    Elf
    Hireling

    Check
    Charisma
    Diplomacy
    Perception
    5

    Powers
    On a local Perception check, recharge to add 1d4.
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may evade your encounters.

    Ally 4
    Spoiler:
    Priest Of Pharasma
    Ally 1

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Bury to heal a local character 1d4+1 cards.
    Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.

    Ally 5
    Spoiler:
    Standard Bearer
    Ally 1

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    6

    Powers
    On a local Strength or Constitution check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks against story banes, add 1d4.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Winged Serpent
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Melee
    4+#

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

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

    Blessing 2
    Spoiler:
    The Owl
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

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

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

    Blessing 3
    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 4
    Spoiler:
    The Paladin
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Blessing 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: 1 Valaros/Katlyn99

    Top of Blessing Discard Pile: The Real Rabbit Prince - When this is the hour: At the start of your turn, draw this card.

    Top Blessing:
    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.


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

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

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

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

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

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 3 (Turn 4 Flenta)
    Spoiler:
    The Unicorn
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Disable
    4+#

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

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

    Blessings Deck Card 4 (Turn 5 Quinn)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 5 (Turn 6 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 7 Radillo)
    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 7 (Turn 8 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 9 Flenta)
    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.

    Blessings Deck Card 9 (Turn 10 Quinn)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 10 (Turn 11 Valaros)
    Spoiler:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

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

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

    Blessings Deck Card 11 (Turn 12 Radillo)
    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 12 (Turn 13 Alahazra)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 13 (Turn 14 Flenta)
    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 14 (Turn 15 Quinn)
    Spoiler:
    The Forge
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

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

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

    Blessings Deck Card 15 (Turn 16 Valaros)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 16 (Turn 17 Radillo)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 17 (Turn 18 Alahazra)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

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

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 19 (Turn 20 Quinn)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

    When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.

    Blessings Deck Card 20 (Turn 21 Valaros)
    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.

    Blessings Deck Card 21 (Turn 22 Radillo)
    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 22 (Turn 23 Alahazra)
    Spoiler:
    The Crows
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Stealth
    4+#

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

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

    Blessings Deck Card 23 (Turn 24 Flenta)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 24 (Turn 25 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 25 (Turn 26 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 26 (Turn 27 Radillo)
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Blessings Deck Card 27 (Turn 28 Alahazra)
    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 28 (Turn 29 Flenta)
    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.

    Blessings Deck Card 29 (Turn 30 Quinn)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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

    Laboratory
    Traits: Urban
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
    When Closing: Succeed at an Intelligence or Craft 5+# check.
    When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
    M:2 Ba:2 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:1

    Laboratory Card 1:
    Chemist
    Story Bane Monster 0

    Traits
    Human
    Alchemist
    Veteran

    Check
    Combat
    11+##
    OR
    Craft
    Diplomacy
    6+#

    Powers
    Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly.
    If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned.

    Laboratory Card 2:
    Detect Evil
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Laboratory Card 3:
    Porcupine
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Fortitude
    Survival
    5

    Powers
    On a local check against an Animal monster, recharge to add 1d8.
    Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.

    Laboratory Card 4:
    Spiked Gauntlet
    Item 0

    Traits
    Accessory
    Piercing

    Check
    Strength
    Melee
    4

    Powers
    On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.

    Laboratory Card 5:
    Imps And House Drakes
    Barrier 0

    Traits
    Skirmish
    Outsider
    Devil
    Dragon

    Check
    Combat
    10
    OR
    Arcane
    Survival
    6

    Powers
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.

    Laboratory Card 6:
    Revitalize
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

    Powers
    Banish to heal each local character a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Laboratory Card 7:
    Strangler
    Monster 1

    Traits
    Aberration

    Check
    Combat
    10

    Powers
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.

    Laboratory Card 8:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Laboratory Card 9:
    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.

    Laboratory Card 10:
    Harrow Deck
    Item 1

    Traits
    Tool
    Magic
    Gambling
    Harrow
    Mental

    Check
    Wisdom
    Perception
    10

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

    DURING RECOVERY
    Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.

    Cell
    Traits: Underground
    At This Location: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
    When Closing: Either bury an ally or succeed at a Strength or Disable 6+# check.
    When Permanently Closed: You may draw a new ally.
    M:2 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:2 Bl:1 ?:2
    Located here: everybody

    Cell Card 1:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Cell Card 2:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Cell Card 3:
    Necrophidian
    Monster 1

    Traits
    Construct

    Check
    Combat
    12

    Powers
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.

    Cell Card 4:
    Spiked Volley
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    9

    Powers
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

    Cell 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.

    Cell Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Cell Card 7:
    Scythe
    Weapon 0

    Traits
    Scythe
    Melee
    Slashing
    2-handed

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Cell Card 8:
    Dire Rat
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Survival
    6

    Powers
    After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
    If undefeated, suffer the scourge Plagued.

    Cell Card 9:
    Frog
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Fortitude
    Survival
    4

    Powers
    When you encounter an Obstacle or Trap bane, bury to evade it, then explore.
    Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead.

    Cell Card 10:
    Sage
    Ally 0

    Traits
    Human
    Arcanist

    Check
    Charisma
    Diplomacy
    Knowledge
    4

    Powers
    On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then shuffle the location, then you may explore.

    Cell Card 11:
    Chain Shirt
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    4

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.

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

    Oubliette Card 1:
    Boggart
    Monster 1

    Traits
    Fey

    Check
    Knowledge
    Perception
    4
    THEN
    Combat
    10

    Powers
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.

    Oubliette Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Oubliette Card 3:
    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.

    Oubliette Card 4:
    Hell Hound
    Monster 1

    Traits
    Outsider

    Check
    Combat
    10

    Powers
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Oubliette Card 5:
    Seeking Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    11

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character’s combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Oubliette Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Oubliette Card 7:
    Dog
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    3

    Powers
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    Oubliette Card 8:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Oubliette Card 9:
    Cruel Longsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.

    Oubliette Card 10:
    Dire Badger
    Monster 1

    Traits
    Animal

    Check
    Combat
    11
    OR
    Perception
    Survival
    6

    Powers
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.

    Oubliette Card 11:
    Wounded Wanderer
    Barrier 1

    Traits
    Task

    Check
    Wisdom
    Craft
    Divine
    Survival
    8

    Powers
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

    Repository
    Traits: Sacred, Underground
    At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
    When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
    When Permanently Closed: Recharge 1d4 boons.
    M:1 Ba:2 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:2

    Repository Card 1:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.

    Repository Card 2:
    Dissident Guard
    Barrier 1

    Traits
    Task

    Check
    Charisma
    Diplomacy
    6

    Powers
    If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
    If defeated, draw a new ally.

    Repository Card 3:
    Sling
    Weapon 0

    Traits
    Sling
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4.
    On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Repository Card 4:
    Guard Dog
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Charisma
    Survival
    6

    Powers
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

    Repository Card 5:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Repository Card 6:
    Infernal Healing
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Healing

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    Display next to a local character.
    While displayed:
    • At the end of this character’s turns, they may bury a card from their discards to heal a card.
    • At the end of the scenario, banish; if proficient, bury instead.

    Repository Card 7:
    Pit Trap
    Barrier 0

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    6
    OR
    Wisdom
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Repository Card 8:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Repository Card 9:
    Magic Chain Shirt
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    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.

    Repository Card 10:
    Bolas
    Weapon 0

    Traits
    Chain
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    5

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

    Repository Card 11:
    Codex
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    5

    Powers
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.

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

    Library Card 1:
    Holy Water
    Item 0

    Traits
    Liquid
    Magic
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    When a local character encounters an Outsider or Undead bane, banish to let them evade it.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

    DURING RECOVERY
    If proficient, you may succeed at a Divine 6 check to recharge this card.

    Library Card 2:
    Antiplague
    Item 0

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    5

    Powers
    Display next to a local character.
    While displayed:
    • On this character’s checks against Disease or Poison cards, add 1d8.
    • You may banish to remove the scourge Plagued or Poisoned from this character.
    • At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Library Card 3:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 4:
    Allip
    Monster 1

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14
    OR
    Divine
    8

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.

    Library Card 5:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Library Card 6:
    Candlelight
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Library Card 7:
    Screaming Lock
    Story Bane Barrier 1

    Traits
    Lock
    Magic

    Check
    Dexterity
    Arcane
    Disable
    8

    Powers
    Before acting, each local character suffers 1 Mental damage that cannot be reduced.
    If undefeated, suffer the scourge Dazed.

    Library Card 8:
    Levitate
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    6

    Powers
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Library Card 9:
    Invisibility
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

    Powers
    When a local character encounters a monster, banish; they evade it.
    On a local Stealth check, banish to add 2d10.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Library Card 10:
    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.

    Library Card 11:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

    Powers
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

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

    Chambers Card 1:
    Burst Bonds
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

    Powers
    When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
    On a local check against an Obstacle or Trap barrier, banish to add 1d8.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 7 check to recharge it instead.

    Chambers Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Chambers Card 3:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

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

    Chambers Card 4:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Chambers Card 5:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Chambers Card 6:
    Cave Lizard
    Monster 0

    Traits
    Animal

    Check
    Combat
    13
    OR
    Perception
    6

    Powers
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.

    Chambers Card 7:
    Bat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Perception
    Survival
    4

    Powers
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    Chambers Card 8:
    Luckstone
    Item 0

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    6

    Powers
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.

    Chambers Card 9:
    Poison Dart Trap
    Story Bane Barrier 1

    Traits
    Trap
    Poison

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    7

    Powers
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

    Chambers Card 10:
    Bloodscent
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    7

    Powers
    On a local Knowledge, Perception, or Survival check, banish to add 1d10.
    If the character succeeds, you may examine the top card of any location.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.

    Chambers Card 11:
    Fox
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

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

    Manor Card 1:
    Clockwork Guardian
    Story Bane Monster 1

    Traits
    Construct
    Veteran

    Check
    Combat
    13+##
    OR
    Arcane
    Knowledge
    7+#

    Powers
    Immune to Mental and Poison.
    Vulnerable to Electricity.
    If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead.
    If defeated, draw a new weapon.

    Manor Card 2:
    Snake
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

    Manor Card 3:
    Lost Local
    Barrier 0

    Traits
    Task

    Check
    Charisma
    Diplomacy
    5
    OR
    Survival
    7

    Powers
    If undefeated, suffer the scourge Dazed and end your turn.

    Manor Card 4:
    Bracers Of Protection
    Item 0

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    5

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.

    Manor Card 5:
    Mob Of Undead
    Barrier 1

    Traits
    Skirmish
    Undead

    Check
    None
    0

    Powers
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

    Manor Card 6:
    Divine Insight
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Manor Card 7:
    Armor Of Insults
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.
    • To avenge, you may discard a card.

    Manor Card 8:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

    Powers
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Manor Card 9:
    Pig
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    3

    Powers
    On a local Constitution or Charisma check, recharge to add 1d4.
    Discard to explore. This exploration, when you defeat a monster, heal a card.

    Manor Card 10:
    Horn Of Battle Clarity
    Item 0

    Traits
    Instrument
    Magic

    Check
    Charisma
    Melee
    Ranged
    6

    Powers
    On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
    Discard to heal a Hireling or Soldier card.

    Manor Card 11:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers


  • Deck Handler

    Hourglass Discard: The Real Rabbit Prince
    WHEN THIS IS THE HOUR: At the start of your turn, draw this card.
    Start of Turn: Draw The Real Rabbit Prince

    Explore: Henchman Proxy B - Trapped Furniture

    Radillo's BoAbadar to bless twice.
    Wisdom 8: 3d6 ⇒ (3, 3, 4) = 10
    To Close: Either bury an ally or succeed at a Strength or Disable 6+# check.
    Discard Real Rabbit Prince in random char's discard to bless.
    Strength 7: 1d10 + 2 + 1d10 ⇒ (5) + 2 + (3) = 10
    1 Valeros 2 Radillo 3 Alahazra 4 Flenta 5 Quinn
    random person's discards: 1d5 ⇒ 3Alahazra
    When Permanently Closed: You may draw a new ally.
    Harrowed Society Student added to my hand.
    Display Kikko Armor.
    Everyone moves to Oubliette.
    When you defeat a bane, a random local character searches the confiscated pile and draws any card from it. random person: 1d5 ⇒ 1 Valeros
    Blessing of Abadar drawn.

    Valeros wrote:

    Hand: Nine-Ring Sword, Mock Armor, Crowbar (Core), Staff of Minor Healing (Core), Blessing of Abadar,

    Displayed: Kikko Armor,
    Deck: 9 Discard: 0 Buried: 0
    Hero Points Available: 2
    Hero Points used: 0
    Reroll Used: No
    NOTES:
    Available Support: Feel free to recharge/reload weapon or armor to add a 1d6 to a local combat check (1 total available).
    Other: I can avenge by discarding. 1 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 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., Chain Mail (Core), Blessing of the Gods, Standard Bearer (Core), Earthbreaker (Core), Surgeon, Katana +1, Champion's Do-Maru, Master-at-Arms
    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
    Proficiencies:
    Armor Weapon
    POWERS:
    On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☑ 1d6).
    At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
    You may avenge by discarding (□ or recharging) a card.


    Deck Handler

    Oops, forgot to add the student to my hand. Using my staff of minor healing to heal Radillo per google hangouts conversation.

    Valeros wrote:

    Hand: Nine-Ring Sword, Mock Armor, Crowbar (Core), Harrowed Society Student, Blessing of Abadar,

    Displayed: Kikko Armor,
    Deck: 10 Discard: 0 Buried: 0
    Hero Points Available: 2
    Hero Points used: 0
    Reroll Used: No
    NOTES:
    Available Support: Feel free to recharge/reload weapon or armor to add a 1d6 to a local combat check (1 total available).
    Other: I can avenge by discarding. 1 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Master-at-Arms, Chain Mail (Core), Standard Bearer (Core), Blessing of the Gods, Champion's Do-Maru, Katana +1, Surgeon, Earthbreaker (Core), 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.
    Recharged: Staff of Minor Healing (Core),
    Discard Pile:
    Buried Pile:

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

    Favored Card: Sword Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Armor Weapon
    POWERS:
    On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☑ 1d6).
    At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
    You may avenge by discarding (□ or recharging) a card.


    Radillo's Deck Manager

    During Val's turn: Blessing of Abadar discarded and then healed. (Thanks!)

    Start of turn: The hour of The Courtesan
    When this is the hour: When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.

    After Valeros pulled the leg off of one of the cell beds and pried the locked door open, the group was free to explore the manor. The harsh whispers of trapped villagers could be heard from adjacent cells. Some were able to be freed, the rest would have to wait until the keys were discovered.

    Free explore of card #1:

    Boggart:

    Monster 1
    Traits
    Fey

    Check
    Knowledge
    Perception
    4
    THEN
    Combat
    10

    Powers
    If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.


    Request that Quinn take the first check and auto-succeed with Knowledge skill.
    Place Frost Ray in recovery to use Arcane skill.
    Examine bottom card of deck: Blessing of Pharasma - leave on bottom.
    Combat 10: 1d10 + 5 + 2d6 ⇒ (5) + 5 + (3, 3) = 16 defeated, banished
    Random local character (1-V, 2-R, 3-A, 4-F, 5-Q): 1d5 ⇒ 4
    Flenta can search confiscated pile and draw a card.

    They all stop instantly as they hear the scuffling of feet. Quinn spies the creature and recognizes it as the fey creature Boggart. He recommends something chilling to dispatch the monster and Radillo has just the thing. She fires a ray of icy, arcane magic toward the frog-like creature and freezes it in its tracks.

    Place Locate Object in recovery to examine location until a boon is found:
    Henchman Proxy B - Trapped Furniture TRIGGER

    Trapped Furniture:
    Trapped Furniture
    Story Bane Barrier 1

    Traits
    Trap
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Craft
    Disable
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a barrier.


    Story bane so hour does not apply.
    Request Valeros discard Blessing of Abadar for 2 dice
    Disable 6: 3d4 ⇒ (4, 4, 3) = 11 defeated
    Location close: Place Fire Snake in recovery to use Arcane skill.
    Constitution (Arcane) 5+1=6: 1d10 + 5 ⇒ (1) + 5 = 6 success
    Random local character (1-V, 2-R, 3-A, 4-F, 5-Q): 1d5 ⇒ 3
    Alahazra can search confiscated pile and draw a card.
    Location closed - No allies to heal and all characters move to Repository.

    Radillo uses her arcane talents to locate any useful objects to free the remaining prisoners. She doesn't find anything useful, however, a chair in the corner draws her arcane attention. Upon further inspection, she realizes it is a trap and manages to disable it without triggering the trap. Abadar must be smiling on her today.

    Radillo ends her turn.

    Radillo attempts to recover all cards in her Recovery pile.
    Locate Object: Arcane 8: 1d10 + 5 ⇒ (10) + 5 = 15 -> Locate Object recharged.
    Frost Ray: Arcane 8: 1d10 + 5 ⇒ (6) + 5 = 11 -> Frost Ray recharged.
    Fire Snake: Arcane 8: 1d10 + 5 ⇒ (10) + 5 = 15 -> Fire Snake recharged.

    Radillo resets her hand.

    Radillo wrote:

    Hand: Life Drain, Augury, Riftwarden, Apprentice, Chameleon, Spellbook,

    Displayed:
    Deck: 8 Discard: 0 Buried: 0
    Current Location: Cell
    Hero Points: 3
    NOTES:
    Available Support: Augury available (please feel free to bot).
    Other: Dice Re-Roll Used for 6-1D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Binder's Tome, Blessing of Abadar, Sphere of Fire, Toad
    Recharged: Blessing of Pharasma, Locate Object, Frost Ray, Fire Snake,
    Discard Pile:
    Buried Pile:

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

    Favored Card: Spell or Ally
    Hand Size: 6 ☐ 7
    Proficiencies:
    Mental
    POWERS:
    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.

    Scarab Sages

    Deck Handler Oracle

    Off turn: Real Rabbit Prince is discarded into Al's discards.
    Add Al's Blessing of Abadar from the confiscated cards.

    Turn 3: Prayer
    WHEN THIS IS THE HOUR
    No effect.

    Continuing out of the cells, the oracle stumbles across a leftover pack, doubtless dropped by one of the other poor souls trapped down here. Finding an sympathetic guard, the oracle is able to convince him to let them pass and point them toward the fastest way out of the prison.

    Free Explore: Helpful Haversack (Intelligence 6)
    Discard BotG to bless the check.

    Int 6: 1d8 + 1d8 ⇒ (4) + (4) = 8 -> Added to hand

    Play Detect Magic to examine the next two cards (Dissident Guard (barrier), Sling (Weapon))

    Discard Blessing of Abraxis to explore again.

    Explore 2: Dissident Guard (Charisma 6)

    Charisma 6: 1d12 + 2 ⇒ (10) + 2 = 12 -> Defeated. Random ally (Guide (Charisma 5)

    Play Blessing of Sivanah to doubly bless. Autoacquired.

    End turn, reset hand. Detect Magic autorecharges.

    Alahazra wrote:

    Hand: Amulet of Life, Pyrotechnic Blast, Blessing of the Sivanah, Helpful Haversack, Guide, Blessing of Abadar,
    Displayed:
    Deck: 9 Discard: 3 Buried: 0
    Hero Points: 3
    NOTES:
    Available Support: Binder's tome adds 1d4 to local combat or charisma checks on reveal. (Adds mental trait)
    Movement: Feel free to use blessings.

    Skills and Powers:
    SKILLS

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

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

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

    During your exploration, when you succeed at a check that invokes the
    Fire (☐ or Attack) trait, you may move after you resolve the encounter.


    Flenta Deck Handler

    Hourglass Discard: Unicorn
    WHEN THIS IS THE HOUR: Your check to acquire is blessed.

    Alerted to the Sling by Alahazra, I head over with the blessings of the Unicorns.

    Sling:

    Weapon 0
    Traits
    Sling
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4.
    On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Hour Blesses all checks to Acquire

    Dex 3: 2d6 ⇒ (1, 4) = 5

    Grabbing the "Real" Rabbit Prince (The one that Al has is obviously a fake) we head deeper into the Repository.

    Discard Real Rabit Prince into:
    Random Character: 1d5 ⇒ 4
    Discard into Quinn's discard pile

    Guard Dog:

    Monster 0
    Traits
    Animal

    Check
    Combat
    9
    OR
    Charisma
    Survival
    6

    Powers
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.


    Guard Dog is guarding:
    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.

    Up ahead, the Rabbit Prince points points out a Guard Dog and it's master a large Fire Elemental.

    Killing Elementals is what Sorceress do best!
    Combat 13: 1d10 + 2 + 1d8 + 1 + 1d4 + 1d10 ⇒ (7) + 2 + (7) + 1 + (4) + (6) = 27

    Attack Details:

    Melee - 1d10+2
    Katana +1 - 1d8+1
    Sling - 1d4
    Rabbit Prince Blessed - 1d10

    Flenta wrote:

    Hand: Longspear (Core), Katana +1, Fiery Glare (Core), Topaz of Strength, Blessing of the Samurai,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 2
    "NOTES:
    Other: Paizo reroll used for scenario 6-1D?: N "

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Strength, Unerring Weapon, Surgeon, Cat-o'-Nine-Tails, Conch Shell, Kikko Armor, Wolfhide Armor, Shock Glaive +1, Staff of Minor Healing (Core)
    Recharged: Sling,
    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.

    Scarab Sages

    Deck Handler Oracle

    1 Valeros 2 Radillo 3 Alahazra 4 Flenta 5 Quinn : 1d5 ⇒ 5 -> Quinn gets a confiscated card.


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

    On Al's turn: Taking Thieves' Tools from Confiscated Pile.

    Hour: Sands of the Hour. No effect. SOT examine: Henchman A, Animated Object. Explore and encounter henchman.

    Animated Object:
    Animated Object
    Story Bane Monster 1

    Traits
    Construct
    Veteran

    Check
    Combat
    12+##
    OR
    Arcane
    7+#

    Powers
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon 3. Armor 2. Spell 4. Item

    Every keep has a wizard's tower tucked away in the corner. This one is inhabited by angry spoons. They swivel, and attack...

    1 Valeros 2 Radillo 3 Alahazra 4 Flenta 5 Quinn: 1d5 ⇒ 3 - ...Al

    Pausing for utensil assault.

    Someone gets Confiscated item on Flenta's turn from Azer. 1 Valeros 2 Radillo 3 Alahazra 4 Flenta 5 Quinn: 1d5 ⇒ 1 - Valeros.

    Scarab Sages

    Deck Handler Oracle

    Animated Object (Combat 14)

    Play Pyrotechnic Blast
    Discard Blessing of Sivanah to bless the check.

    Combat 14: 1d12 + 1d12 + 2d4 + 4 ⇒ (2) + (11) + (1, 3) + 4 = 21

    Cutlery defeated. Summon and encounter: 1d4 ⇒ 3 -> Armor

    Half plate (Fort 7)

    Fortitude 7: 1d8 + 2 ⇒ (1) + 2 = 3 -> Failed, take Poison: 1d4 - 1 ⇒ (1) - 1 = 0 No damage.

    Recover Pyrotechnic Blast Divine: 1d12 + 4 ⇒ (3) + 4 = 7 -> Discarded.

    1 Valeros 2 Radillo 3 Alahazra 4 Flenta 5 Quinn: 1d5 ⇒ 4 -> Flenta may grab a confiscated card.

    Close check: Choose to acquire a spell. (False Life (Intelligence 4))

    Discard Blessing of Abadar to bless the check.

    Intelligence 4: 1d8 + 1d8 ⇒ (7) + (2) = 9 -> False life added to hand. Repository closed.

    Alahazra wrote:

    Hand: Amulet of Life, False Life, Helpful Haversack, Guide,
    Displayed:
    Deck: 10 Discard: 5 Buried: 0
    Hero Points: 3
    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.


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

    Turn continuing.

    Quinn catches a flash of silver - spoons away! - but the oracle bravely shields the investigator from utensillation.

    Recharge Majordomo to reorder top 5 cards of my deck. Put in this order: Raconteur, B of Abadar, B of Abadar 2, Staff of MH, Rochin.

    Quinn wrote:

    Hand: Masterwork Tools, Double Chicken Saber +1, Troubadour, B of Sages, Boots of Friendly Terrain, Thieves' Tools,

    Displayed:
    Deck: 8 Discard: 1 Buried: 0
    Notes: I can bury an item to add 1d8+2 vs. local barrier. BoS adds a die, or adds 3d8 to per/know. Boots add 1d8 to a local wild or closing check.

    Skills and Powers:
    SKILLS

    Strength d6 []+1
    Dexterity d6 []+1 []+2
    Con d6 []+1
    Intelligence d10 [X]+1 [X]+2 []+3 []+4
    Disable: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 []+1 []+2 []+3 []+4
    Perception: Wisdom +2
    Charisma d6 []+1 []+2 []+3
    Diplomacy: Charisma +2

    Favored Card: Item
    Hand Size 6 [] 7
    Proficient with: Nothing
    Powers:
    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.

    Hero Points: 3

    Val gets Confiscated card on Flenta's turn. Flenta gets one on my turn. Everyone is at Library. (Note that Boots help w/ closing checks, if needed.) From EOT examine, top card of Library is Holy Water.


    During This Adventure: Year of Rotting Ruins - Adventure 1: City of Sails and Shrouds
    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.

    During This Scenario: 6-1D: Treating the Infection

  • Harrow Suit: Shields
  • Danger: Cultist
  • Villain: Chemist (Viora Skedrin)
  • Closing Henchmen: Clockwork Guardian, Screaming Lock, Poison Dart Trap, Animated Objects-Proxy A, Trapped Furniture-Proxy B
  • When you defeat a bane, a random local character searches the confiscated pile and draws any card from it.
  • You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Laboratory.
    Confiscated cards:
    Chronicler (R)
    Blessing of the Spellbound (R)
    Pyrotechnic Blast (R)
    Researcher (A)
    Cure (Core) (A)
    Blessing of Gorum (V)
    Shieldsplitter Lance (V)
    Wakizashi (F)
    Blessing of Abadar (F)
    Topaz of Strength (F)
    Rapier (Q)
    Buckler (Q)

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

    Random Monsters:
    Monster 1
    Spoiler:
    Giant Fly
    Monster 1

    Traits
    Vermin

    Check
    Combat
    10

    Powers
    If undefeated, bury a random card from your discards.
    After acting, shuffle this monster into a random other location.

    Monster 2
    Spoiler:
    Yeth Hound
    Monster 1

    Traits
    Outsider
    Animal

    Check
    Combat
    10

    Powers
    Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
    If the hour’s level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.

    Monster 3
    Spoiler:
    Hell Hound
    Monster 1

    Traits
    Outsider

    Check
    Combat
    10

    Powers
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    Monster 4
    Spoiler:
    Crocodile
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    11

    Powers
    Vulnerable to Cold.
    Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.

    Monster 5
    Spoiler:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

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

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Razor Snare
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    Survival
    6

    Powers
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Barrier 2
    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 3
    Spoiler:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

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

    Barrier 4
    Spoiler:
    Wounded Wanderer
    Barrier 1

    Traits
    Task

    Check
    Wisdom
    Craft
    Divine
    Survival
    8

    Powers
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

    Barrier 5
    Spoiler:
    Concealed Hatch
    Barrier 1

    Traits
    Lock

    Check
    Strength
    5
    OR
    Disable
    3

    Powers
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.

    Random Weapons:
    Weapon 1
    Spoiler:
    Seeking Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    11

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
    If proficient, on another character’s combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 2
    Spoiler:
    Flaming Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Fire
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    9

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 3
    Spoiler:
    Cruel Longsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.

    Weapon 4
    Spoiler:
    Returning Throwing Axe
    Weapon 1

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    10

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.

    Weapon 5
    Spoiler:
    Giantbane Greataxe
    Weapon 1

    Traits
    Axe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    12

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

    Random Spells:
    Spell 1
    Spoiler:
    Locate Object
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Spell 2
    Spoiler:
    Deflect
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When a local character suffers Combat damage, freely banish to reduce it by 4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spell 3
    Spoiler:
    Lightning Touch
    Spell 0

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, banish to use Arcane + 2d4. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 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:
    Remove Disease
    Spell 1

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Banish to remove the scourge Plagued from any number of local characters.

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

    Random Armors:
    Armor 1
    Spoiler:
    Chain Mail
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    5

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Armor 2
    Spoiler:
    Studded Leather Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    4

    Powers
    Display. While displayed:
    • When you discard cards as Combat damage, you may reload 1 of those cards.
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 1.

    Armor 3
    Spoiler:
    Hide Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    Survival
    3

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    • On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.

    Armor 4
    Spoiler:
    Magic Hide Armor
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    7

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

    Armor 5
    Spoiler:
    Tower Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, on a local combat check, freely discard to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Random Items:
    Item 1
    Spoiler:
    Spellbook
    Item 0

    Traits
    Book
    Magic

    Check
    Intelligence
    Arcane
    4

    Powers
    On your Arcane non-combat check, reveal to add 1d4.
    Discard to heal an Arcane spell.

    Item 2
    Spoiler:
    Elixir Of Healing
    Item 0

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    4

    Powers
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Item 3
    Spoiler:
    Mist Horn
    Item 1

    Traits
    Instrument
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    Display next to a location. While displayed:
    • When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
    • At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

    Item 4
    Spoiler:
    Crowbar
    Item 0

    Traits
    Tool

    Check
    Strength
    Melee
    3

    Powers
    On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

    Item 5
    Spoiler:
    Acid Flask
    Item 0

    Traits
    Liquid
    Alchemical
    Attack
    Acid

    Check
    Intelligence
    Craft
    4

    Powers
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6.
    On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Random Allies:
    Ally 1
    Spoiler:
    Spider
    Ally 0

    Traits
    Vermin

    Check
    Wisdom
    Fortitude
    Survival
    4

    Powers
    On your combat check, reload to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4.

    Ally 2
    Spoiler:
    Harrower
    Ally 0

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    4
    OR
    Knowledge
    5

    Powers
    Recharge to examine the top 3 cards of any character’s deck and return them in any order.
    Discard to examine the top card of your location, then you may explore.

    Ally 3
    Spoiler:
    Dog
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    3

    Powers
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    Ally 4
    Spoiler:
    Archer
    Ally 0

    Traits
    Human
    Ranger

    Check
    Charisma
    Diplomacy
    Ranged
    4

    Powers
    On a local Dexterity or Ranged check, recharge to add 1d4.
    Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

    Ally 5
    Spoiler:
    Troubadour
    Ally 0

    Traits
    Human
    Bard

    Check
    Charisma
    Diplomacy
    4

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

    Random Blessings:
    Blessing 1
    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.

    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:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 4
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 5
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Turn: 6 Valaros/Katlyn99

    Top of Blessing Discard Pile: The Cricket - When this is the hour: When a character moves on their turn, each other local character may move with them.

    Top Blessing:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

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

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


    Blessings Remaining: 24
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 7 Radillo)
    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 8 Alahazra)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 3 (Turn 9 Flenta)
    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.

    Blessings Deck Card 4 (Turn 10 Quinn)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 5 (Turn 11 Valaros)
    Spoiler:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

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

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

    Blessings Deck Card 6 (Turn 12 Radillo)
    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 7 (Turn 13 Alahazra)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 8 (Turn 14 Flenta)
    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 15 Quinn)
    Spoiler:
    The Forge
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

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

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

    Blessings Deck Card 10 (Turn 16 Valaros)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 11 (Turn 17 Radillo)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 12 (Turn 18 Alahazra)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 13 (Turn 19 Flenta)
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 14 (Turn 20 Quinn)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

    When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.

    Blessings Deck Card 15 (Turn 21 Valaros)
    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.

    Blessings Deck Card 16 (Turn 22 Radillo)
    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 17 (Turn 23 Alahazra)
    Spoiler:
    The Crows
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Stealth
    4+#

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

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

    Blessings Deck Card 18 (Turn 24 Flenta)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 19 (Turn 25 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 20 (Turn 26 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 21 (Turn 27 Radillo)
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Blessings Deck Card 22 (Turn 28 Alahazra)
    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 23 (Turn 29 Flenta)
    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.

    Blessings Deck Card 24 (Turn 30 Quinn)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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

    Laboratory
    Traits: Urban
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
    When Closing: Succeed at an Intelligence or Craft 5+# check.
    When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
    M:2 Ba:2 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:1

    Laboratory Card 1:
    Chemist
    Story Bane Monster 0

    Traits
    Human
    Alchemist
    Veteran

    Check
    Combat
    11+##
    OR
    Craft
    Diplomacy
    6+#

    Powers
    Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly.
    If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned.

    Laboratory Card 2:
    Detect Evil
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Laboratory Card 3:
    Porcupine
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Fortitude
    Survival
    5

    Powers
    On a local check against an Animal monster, recharge to add 1d8.
    Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.

    Laboratory Card 4:
    Spiked Gauntlet
    Item 0

    Traits
    Accessory
    Piercing

    Check
    Strength
    Melee
    4

    Powers
    On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.

    Laboratory Card 5:
    Imps And House Drakes
    Barrier 0

    Traits
    Skirmish
    Outsider
    Devil
    Dragon

    Check
    Combat
    10
    OR
    Arcane
    Survival
    6

    Powers
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.

    Laboratory Card 6:
    Revitalize
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

    Powers
    Banish to heal each local character a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Laboratory Card 7:
    Strangler
    Monster 1

    Traits
    Aberration

    Check
    Combat
    10

    Powers
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.

    Laboratory Card 8:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Laboratory Card 9:
    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.

    Laboratory Card 10:
    Harrow Deck
    Item 1

    Traits
    Tool
    Magic
    Gambling
    Harrow
    Mental

    Check
    Wisdom
    Perception
    10

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

    DURING RECOVERY
    Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.

    Cell
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Oubliette
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Repository
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

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

    Library Card 1:
    Holy Water
    Item 0

    Traits
    Liquid
    Magic
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    When a local character encounters an Outsider or Undead bane, banish to let them evade it.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

    DURING RECOVERY
    If proficient, you may succeed at a Divine 6 check to recharge this card.

    Library Card 2:
    Antiplague
    Item 0

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    5

    Powers
    Display next to a local character.
    While displayed:
    • On this character’s checks against Disease or Poison cards, add 1d8.
    • You may banish to remove the scourge Plagued or Poisoned from this character.
    • At the end of the scenario, banish.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Library Card 3:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 4:
    Allip
    Monster 1

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14
    OR
    Divine
    8

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.

    Library Card 5:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Library Card 6:
    Candlelight
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Library Card 7:
    Screaming Lock
    Story Bane Barrier 1

    Traits
    Lock
    Magic

    Check
    Dexterity
    Arcane
    Disable
    8

    Powers
    Before acting, each local character suffers 1 Mental damage that cannot be reduced.
    If undefeated, suffer the scourge Dazed.

    Library Card 8:
    Levitate
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    6

    Powers
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Library Card 9:
    Invisibility
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

    Powers
    When a local character encounters a monster, banish; they evade it.
    On a local Stealth check, banish to add 2d10.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Library Card 10:
    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.

    Library Card 11:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

    Powers
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

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

    Chambers Card 1:
    Burst Bonds
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

    Powers
    When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
    On a local check against an Obstacle or Trap barrier, banish to add 1d8.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 7 check to recharge it instead.

    Chambers Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Chambers Card 3:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

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

    Chambers Card 4:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Chambers Card 5:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Chambers Card 6:
    Cave Lizard
    Monster 0

    Traits
    Animal

    Check
    Combat
    13
    OR
    Perception
    6

    Powers
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.

    Chambers Card 7:
    Bat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Perception
    Survival
    4

    Powers
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    Chambers Card 8:
    Luckstone
    Item 0

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    6

    Powers
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.

    Chambers Card 9:
    Poison Dart Trap
    Story Bane Barrier 1

    Traits
    Trap
    Poison

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    7

    Powers
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

    Chambers Card 10:
    Bloodscent
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    7

    Powers
    On a local Knowledge, Perception, or Survival check, banish to add 1d10.
    If the character succeeds, you may examine the top card of any location.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.

    Chambers Card 11:
    Fox
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

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

    Manor Card 1:
    Clockwork Guardian
    Story Bane Monster 1

    Traits
    Construct
    Veteran

    Check
    Combat
    13+##
    OR
    Arcane
    Knowledge
    7+#

    Powers
    Immune to Mental and Poison.
    Vulnerable to Electricity.
    If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead.
    If defeated, draw a new weapon.

    Manor Card 2:
    Snake
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

    Manor Card 3:
    Lost Local
    Barrier 0

    Traits
    Task

    Check
    Charisma
    Diplomacy
    5
    OR
    Survival
    7

    Powers
    If undefeated, suffer the scourge Dazed and end your turn.

    Manor Card 4:
    Bracers Of Protection
    Item 0

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    5

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.

    Manor Card 5:
    Mob Of Undead
    Barrier 1

    Traits
    Skirmish
    Undead

    Check
    None
    0

    Powers
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

    Manor Card 6:
    Divine Insight
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Manor Card 7:
    Armor Of Insults
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.
    • To avenge, you may discard a card.

    Manor Card 8:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

    Powers
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Manor Card 9:
    Pig
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    3

    Powers
    On a local Constitution or Charisma check, recharge to add 1d4.
    Discard to explore. This exploration, when you defeat a monster, heal a card.

    Manor Card 10:
    Horn Of Battle Clarity
    Item 0

    Traits
    Instrument
    Magic

    Check
    Charisma
    Melee
    Ranged
    6

    Powers
    On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
    Discard to heal a Hireling or Soldier card.

    Manor Card 11:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers


  • Flenta Deck Handler

    Second Confiscated card from my turn:
    Random Turn Order: 1d5 ⇒ 5

    Val gets another card.


    Deck Handler

    OFF-TURN ACTIONS:Discard Botg on Alahazra's turn. Drew my last 2 confiscated cards.

    Hourglass Discard: The Cricket
    WHEN THIS IS THE HOUR: When a character moves on their turn, each other local character may move with them.

    Explore: Holy Water

    Wisdom 3: 1d6 ⇒ 5
    discard student to explore
    Explore: Antiplague
    Auto fail
    Discard Holy Water
    "

    Valeros wrote:

    Hand: Nine-Ring Sword, Mock Armor, Crowbar (Core), Blessing of Gorum, Shieldsplitter Lance,

    Displayed: Kikko Armor,
    Deck: 10 Discard: 3 Buried: 0
    Hero Points Available: 2
    Hero Points used: 0
    Reroll Used: No
    NOTES:
    Available Support: Feel free to recharge/reload weapon or armor to add a 1d6 to a local combat check (1 total available).
    Other: I can avenge by discarding. 1 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Earthbreaker (Core), Katana +1, Blessing of the Gods, Chain Mail (Core), 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., Master-at-Arms, Standard Bearer (Core), Champion's Do-Maru, Surgeon
    Recharged: Staff of Minor Healing (Core),
    Discard Pile: Blessing of Abadar, Harrowed Society Student, holy water,
    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
    Proficiencies:
    Armor Weapon
    POWERS:
    On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☑ 1d6).
    At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
    You may avenge by discarding (□ or recharging) a card.


    Radillo's Deck Manager

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

    From the library, Radillo can hear the heavy shuffle of feat and decides to employ her arcane scouting to avoid a beating.

    Place Augury in recovery and name Barrier.
    Examine bottom card of deck: Fire Snake - draw to hand.
    Top 3 cards: Trapped Furniture (Proxy B) TRIGGER

    Trapped Furniture:
    Story Bane Barrier 1

    Traits
    Trap
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Craft
    Disable
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a barrier.


    Place Fire Snake in recovery to use Arcane skill.
    Examine bottom card of deck: Frost Ray - draw to hand.
    Disable (Arcane) 6: 1d10 + 5 ⇒ (3) + 5 = 8 success
    Confiscated cards (1-1-V, 2-R, 3-A, 4-F, 5-Q): 1d5 ⇒ 5
    Quinn gets to draw a confiscated card.
    Recharge Riftwarden for location close check:
    Intelligence 5+1=6: 2d10 + 2 ⇒ (6, 1) + 2 = 9
    Location closed. No discarde/buried Book cards to heal. Party moves to Chambers.

    Radillo can't find the source of the shuffling but she does envisage a trapped wardrobe behind the door to the Chambers. She is able to disarm the trap without triggering it by summoning an arcane snake to slip under the door and singe the trip-wire string.

    Radillo ends her turn.

    Radillo attempts to recover all cards in her Recovery pile.
    Augury: Arcane 8: 1d10 + 5 + 1d4 ⇒ (10) + 5 + (4) = 19 -> Augury recharged.
    Fire Snake: Arcane 8: 1d10 + 5 + 1d4 ⇒ (7) + 5 + (2) = 14 -> Fire Snake recharged.

    Radillo resets her hand.

    Radillo wrote:

    Hand: Life Drain, Frost Ray, Sphere of Fire, Apprentice, Chameleon, Spellbook,

    Displayed:
    Deck: 8 Discard: 0 Buried: 0
    Current Location: Chambers
    Hero Points: 3
    NOTES:
    Other: Dice Re-Roll Used for 6-1D?: N

    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
    Proficiencies:
    Mental
    POWERS:
    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.


    During This Adventure: Year of Rotting Ruins - Adventure 1: City of Sails and Shrouds
    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.

    During This Scenario: 6-1D: Treating the Infection

  • Harrow Suit: Shields
  • Danger: Cultist
  • Villain: Chemist (Viora Skedrin)
  • Closing Henchmen: Clockwork Guardian, Screaming Lock, Poison Dart Trap, Animated Objects-Proxy A, Trapped Furniture-Proxy B
  • When you defeat a bane, a random local character searches the confiscated pile and draws any card from it.
  • You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Laboratory.
    Confiscated cards:
    Chronicler ®
    Blessing of the Spellbound ®
    Pyrotechnic Blast ®
    Researcher (A)
    Cure (Core) (A)
    Blessing of Abadar (F)
    Topaz of Strength (F)
    Rapier (Q)
    Buckler (Q)

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

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    Hell Hound
    Monster 1

    Traits
    Outsider

    Check
    Combat
    10

    Powers
    Immune to Fire. Vulnerable to Cold.
    Before acting, each local character suffers 1 Fire damage.

    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:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

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

    Monster 5
    Spoiler:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Spiked Volley
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    9

    Powers
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

    Barrier 2
    Spoiler:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

    Powers
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

    Barrier 3
    Spoiler:
    Symbol Of Sleep
    Barrier 1

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

    Barrier 4
    Spoiler:
    Door Spike
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Wisdom
    Disable
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    Barrier 5
    Spoiler:
    Wounded Wanderer
    Barrier 1

    Traits
    Task

    Check
    Wisdom
    Craft
    Divine
    Survival
    8

    Powers
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

    Random Weapons:
    Weapon 1
    Spoiler:
    Shortsword
    Weapon 0

    Traits
    Sword
    Melee
    Piercing
    Finesse

    Check
    Strength
    Stealth
    Melee
    4

    Powers
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.

    Weapon 2
    Spoiler:
    Returning Throwing Axe
    Weapon 1

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    10

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.

    Weapon 3
    Spoiler:
    Longbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    7

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

    Weapon 4
    Spoiler:
    Shortbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    Stealth
    5

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6.
    If proficient, on another character’s combat check, freely discard to add 1d6.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 5
    Spoiler:
    Heavy Crossbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing
    2-handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reload to use Dexterity or Ranged + 1d10.
    On a distant combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Random Spells:
    Spell 1
    Spoiler:
    Holy Light
    Spell 1

    Traits
    Magic
    Divine
    Attack

    Check
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Spell 2
    Spoiler:
    Detect Magic
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    3

    Powers
    Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead.

    Spell 3
    Spoiler:
    Sanctuary
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    When a local character encounters a monster, banish to let them evade it; reload the monster into its location.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 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:
    Sonic Blast
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.

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

    Random Armors:
    Armor 1
    Spoiler:
    Heavy Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    4

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 2
    Spoiler:
    Spiked Breastplate
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    6

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Armor 3
    Spoiler:
    Armored Coat
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    Display. While displayed:
    • When you discard cards as Combat damage, you may reload 1 of those cards.
    • When you suffer any damage, you may bury to reduce it to 0.

    Armor 4
    Spoiler:
    Light Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    3

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 5
    Spoiler:
    Slick Leather
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • On your check to move, add 1d10.
    • 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.

    Random Items:
    Item 1
    Spoiler:
    Elixir Of Healing
    Item 0

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    4

    Powers
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Item 2
    Spoiler:
    Crowbar
    Item 0

    Traits
    Tool

    Check
    Strength
    Melee
    3

    Powers
    On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.

    Item 3
    Spoiler:
    Smoke Bomb
    Item 1

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

    Powers
    When a local character encounters a monster, banish to let them evade it.
    On a local combat check, banish to add the character’s Stealth.

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

    Item 4
    Spoiler:
    Spider Venom
    Item 0

    Traits
    Liquid
    Alchemical
    Poison

    Check
    Intelligence
    Craft
    6

    Powers
    Display. While displayed:
    • On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Item 5
    Spoiler:
    Noxious Bomb
    Item 0

    Traits
    Liquid
    Alchemical
    Attack
    Poison

    Check
    Intelligence
    Craft
    5

    Powers
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 7 check to recharge this card.

    Random Allies:
    Ally 1
    Spoiler:
    Droogami
    Ally 1

    Traits
    Animal
    Owner: Lini

    Check
    Wisdom
    Survival
    6

    Powers
    On a local combat or Survival check, recharge to add 1d4.
    Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
    If you are this card’s owner, recharge it instead. You may not use this power during an encounter.

    Ally 2
    Spoiler:
    Lookout
    Ally 0

    Traits
    Elf
    Hireling

    Check
    Charisma
    Diplomacy
    Perception
    5

    Powers
    On a local Perception check, recharge to add 1d4.
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may evade your encounters.

    Ally 3
    Spoiler:
    Acadamae Student
    Ally 0

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    3
    OR
    Charisma
    Diplomacy
    6

    Powers
    On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4.
    Discard to explore. This exploration, on your first Arcane check, add 1d4.

    Ally 4
    Spoiler:
    Priest Of Asmodeus
    Ally 1

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    9
    OR
    Arcane
    Divine
    5

    Powers
    On a local check, reveal this card and bury another card to reroll.
    Recharge to explore. This exploration, on your checks, add 1d4.
    After the exploration, bury a card.

    Ally 5
    Spoiler:
    Cat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Arcane
    Survival
    5

    Powers
    On a local check against a spell, recharge to add 1d4.
    Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Desert
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Blessing 2
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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

    Blessing 3
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 4
    Spoiler:
    The Paladin
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Blessing 5
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Turn: 8 Alahazra/magi210

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

    Top Blessing:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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


    Blessings Remaining: 22
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 9 Flenta)
    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.

    Blessings Deck Card 2 (Turn 10 Quinn)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 3 (Turn 11 Valaros)
    Spoiler:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

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

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

    Blessings Deck Card 4 (Turn 12 Radillo)
    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 13 Alahazra)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 6 (Turn 14 Flenta)
    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 7 (Turn 15 Quinn)
    Spoiler:
    The Forge
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

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

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

    Blessings Deck Card 8 (Turn 16 Valaros)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 9 (Turn 17 Radillo)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 10 (Turn 18 Alahazra)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 11 (Turn 19 Flenta)
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 12 (Turn 20 Quinn)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

    When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.

    Blessings Deck Card 13 (Turn 21 Valaros)
    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.

    Blessings Deck Card 14 (Turn 22 Radillo)
    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 15 (Turn 23 Alahazra)
    Spoiler:
    The Crows
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Stealth
    4+#

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

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

    Blessings Deck Card 16 (Turn 24 Flenta)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 17 (Turn 25 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 18 (Turn 26 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 19 (Turn 27 Radillo)
    Spoiler:
    The Tangled Briar
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

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

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

    Blessings Deck Card 20 (Turn 28 Alahazra)
    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 21 (Turn 29 Flenta)
    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.

    Blessings Deck Card 22 (Turn 30 Quinn)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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

    Laboratory
    Traits: Urban
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
    When Closing: Succeed at an Intelligence or Craft 5+# check.
    When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
    M:2 Ba:2 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:1

    Laboratory Card 1:
    Strangler
    Monster 1

    Traits
    Aberration

    Check
    Combat
    10

    Powers
    Cannot be evaded.
    Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
    Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.

    Laboratory Card 2:
    Chemist
    Story Bane Monster 0

    Traits
    Human
    Alchemist
    Veteran

    Check
    Combat
    11+##
    OR
    Craft
    Diplomacy
    6+#

    Powers
    Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly.
    If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned.

    Laboratory Card 3:
    Harrow Deck
    Item 1

    Traits
    Tool
    Magic
    Gambling
    Harrow
    Mental

    Check
    Wisdom
    Perception
    10

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

    DURING RECOVERY
    Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.

    Laboratory Card 4:
    Revitalize
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

    Powers
    Banish to heal each local character a card.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Laboratory Card 5:
    Detect Evil
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Laboratory Card 6:
    Porcupine
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Fortitude
    Survival
    5

    Powers
    On a local check against an Animal monster, recharge to add 1d8.
    Discard to explore. If the first card you encounter is a monster, you may recharge this card instead.

    Laboratory Card 7:
    Spiked Gauntlet
    Item 0

    Traits
    Accessory
    Piercing

    Check
    Strength
    Melee
    4

    Powers
    On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.

    Laboratory Card 8:
    Imps And House Drakes
    Barrier 0

    Traits
    Skirmish
    Outsider
    Devil
    Dragon

    Check
    Combat
    10
    OR
    Arcane
    Survival
    6

    Powers
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.

    Laboratory Card 9:
    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.

    Laboratory Card 10:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Cell
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Oubliette
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Repository
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Library
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

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

    Chambers Card 1:
    Burst Bonds
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

    Powers
    When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
    On a local check against an Obstacle or Trap barrier, banish to add 1d8.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 7 check to recharge it instead.

    Chambers Card 2:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Chambers Card 3:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

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

    Chambers Card 4:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Chambers Card 5:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Chambers Card 6:
    Cave Lizard
    Monster 0

    Traits
    Animal

    Check
    Combat
    13
    OR
    Perception
    6

    Powers
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.

    Chambers Card 7:
    Bat
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Perception
    Survival
    4

    Powers
    On a local Ranged or Survival check, recharge to add 1d4.
    Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.

    Chambers Card 8:
    Luckstone
    Item 0

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    6

    Powers
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.

    Chambers Card 9:
    Poison Dart Trap
    Story Bane Barrier 1

    Traits
    Trap
    Poison

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    7

    Powers
    If undefeated, suffer 1d4+1 Poison damage, then succeed at a Constitution or Fortitude 6 check or suffer the scourge Poisoned.

    Chambers Card 10:
    Bloodscent
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    8
    OR
    Wisdom
    Divine
    7

    Powers
    On a local Knowledge, Perception, or Survival check, banish to add 1d10.
    If the character succeeds, you may examine the top card of any location.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.

    Chambers Card 11:
    Fox
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local Intelligence or Wisdom check, recharge to add 1d4.
    Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.

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

    Manor Card 1:
    Clockwork Guardian
    Story Bane Monster 1

    Traits
    Construct
    Veteran

    Check
    Combat
    13+##
    OR
    Arcane
    Knowledge
    7+#

    Powers
    Immune to Mental and Poison.
    Vulnerable to Electricity.
    If undefeated, weapons and armors that were revealed, reloaded, recharged, or discarded on the check to defeat are buried instead.
    If defeated, draw a new weapon.

    Manor Card 2:
    Snake
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

    Powers
    On a local combat check, recharge to add 1d4 and the Poison trait.
    Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.

    Manor Card 3:
    Lost Local
    Barrier 0

    Traits
    Task

    Check
    Charisma
    Diplomacy
    5
    OR
    Survival
    7

    Powers
    If undefeated, suffer the scourge Dazed and end your turn.

    Manor Card 4:
    Bracers Of Protection
    Item 0

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    5

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 1.

    Manor Card 5:
    Mob Of Undead
    Barrier 1

    Traits
    Skirmish
    Undead

    Check
    None
    0

    Powers
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

    Manor Card 6:
    Divine Insight
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    On any check to defeat a barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Manor Card 7:
    Armor Of Insults
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.
    • To avenge, you may discard a card.

    Manor Card 8:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

    Powers
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Manor Card 9:
    Pig
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    3

    Powers
    On a local Constitution or Charisma check, recharge to add 1d4.
    Discard to explore. This exploration, when you defeat a monster, heal a card.

    Manor Card 10:
    Horn Of Battle Clarity
    Item 0

    Traits
    Instrument
    Magic

    Check
    Charisma
    Melee
    Ranged
    6

    Powers
    On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card.
    Discard to heal a Hireling or Soldier card.

    Manor Card 11:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers


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

    On Radillo's turn, taking Burglar's Buckler from confiscated cards.

    Quinn wrote:

    Hand: Masterwork Tools, Burglar's Buckler, Double Chicken Saber +1, Troubadour, B of Sages, Boots of Friendly Terrain, Thieves' Tools,

    Displayed:
    Deck: 9 Discard: 1 Buried: 0
    Notes: I can bury an item to add 1d8+2 vs. local barrier. BoS adds a die, or adds 3d8 to per/know. Boots add 1d8 to a local wild or closing check.

    Skills and Powers:
    SKILLS

    Strength d6 []+1
    Dexterity d6 []+1 []+2
    Con d6 []+1
    Intelligence d10 [X]+1 [X]+2 []+3 []+4
    Disable: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 []+1 []+2 []+3 []+4
    Perception: Wisdom +2
    Charisma d6 []+1 []+2 []+3
    Diplomacy: Charisma +2

    Favored Card: Item
    Hand Size 6 [] 7
    Proficient with: Nothing
    Powers:
    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.

    Hero Points: 3

    Boots available for close checks.

    Scarab Sages

    Deck Handler Oracle

    Turn 8: Prayer
    When this is the Hour: No effect

    The oracle rummages through her pack, discovering a few icons to enhance her spellcasting. Extending her magical awareness, she scoops up a parchment with some arcane runes, tucking it into her pouch for later study.

    Start of turn, reveal Helpful Haversack. Examine the top two cards of my deck. (BoSpellbound 1 and 2) Leave them both there.

    Give False Life to Flenta.

    Free Explore: Burst Bonds (Divine 5) -> Autoacquired

    End turn, reset hand.

    Alahazra wrote:

    Hand: Amulet of Life, Burst Bonds, Blessing of the Spellbound 1, Blessing of the Spellbound 2, Helpful Haversack, Guide,
    Displayed:
    Deck: 8 Discard: 5 Buried: 0
    Hero Points: 3
    NOTES:
    Available Support: Binder's tome adds 1d4 to local combat or charisma checks on reveal. (Adds mental trait)
    Movement: Feel free to use blessings.

    Skills and Powers:
    SKILLS

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

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

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

    During your exploration, when you succeed at a check that invokes the
    Fire (☐ or Attack) trait, you may move after you resolve the encounter.


    Flenta Deck Handler

    Hourglass Discard: Gozreh’s Growth
    WHEN THIS IS THE HOUR: On your check against an Animal or Elemental card, add 1d4.

    Take Wakizashi from pile

    'Alahazra understands the power of a Sorceress!' I smile to myself as I take the spell and immediately cast it on myself.

    Cast False Life

    Now that I'm protected by the Arcane, I begin to search the chambers for a way out.

    Trapped Furniture:
    Trapped Furniture
    Story Bane Barrier 1

    Traits
    Trap
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Craft
    Disable
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a barrier.

    Per 8: 1d10 + 3d8 ⇒ (10) + (5, 3, 3) = 21
    Use Topaz of Strength to use Strength die in place of 1d4
    Use Quinn's BoSages

    In the corner, I notice something a bit out of place and so I call Quinn over to investigate. He immediately recognizes the trap and proceeds to disarm it. However, in doing so, a nearby Cultist is alerted to our presence.

    "You finish disarming the trap, Quinn and I'll take care of this thug."

    "

    Cultist:
    Cultist
    Story Bane Monster 1

    Traits
    Human
    Cultist
    Veteran

    Check
    Combat
    10+##
    OR
    Diplomacy
    8+#

    Powers
    If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.

    "

    I quickly point out the Cultist and the group snaps into action. I begin casting, Alahazra mutters a quick blessing, Val begins to attack from the side, and Rad..... Well, we're not sure where Rad went to, but the rest of us were ready to go!

    Combat 12: 1d8 + 4 + 2d4 + 1d8 + 1d6 ⇒ (5) + 4 + (3, 1) + (8) + (6) = 27

    Attack Details:

    Arcane - 1d8+4
    Fiery Glare - 2d4
    Al's Spellbound - 1d8
    Val's Combat aid - 1d6

    When we work together as a group, these Cultists don't stand a chance. Just as the Cultist falls, Quinn stand up.

    "Trap disabled, did I miss anything?"

    With that, we all head to the Manor.

    Gather Equipment stuffs
    1 - Radillo; 2- Alahazra, 3 - Flenta, 4 - Quinn, 5 - Valeros

    Random Person (Trapped Furniture): 1d5 ⇒ 5
    Valeros
    Random Person (Cultist): 1d5 ⇒ 4
    Quinn

    During Recovery, recharge Detect Magic from box

    Flenta wrote:

    Hand: Longspear (Core), Katana +1, Wakizashi, Blessing of the Samurai, Shock Glaive +1,

    Displayed: False Life,
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 2
    "NOTES:
    Available Support: Samurai is available
    Other: Paizo reroll used for scenario 6-1D?: N "

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Kikko Armor, Staff of Minor Healing (Core), Wolfhide Armor, Surgeon, Conch Shell, Cat-o'-Nine-Tails, Unerring Weapon, Strength
    Recharged: Sling, Topaz of Strength, Detect Magic,
    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.


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

    On Flenta's turn, recharge BoS and grab Al's Cure from Confiscated pile. Will hand spell to Al on my next turn.

    Abadar’s Law
    WHEN THIS IS THE HOUR
    On your check to close or to guard, add 1d4.

    SOT examine of Manor: Clockwork Guardian henchman. Also at SOT, per location ability, recharge Thieves' Tools to draw a card: Raconteur. Explore and encounter henchman. Using Flenta's B of Samurai, which recharges.

    Combat 15 (13+2) w/ revealed saber, reloaded Buckler, recharged Raconteur, blessing: 1d10 + 1d8 + 5 + 1 + 1d6 + 1d10 ⇒ (2) + (4) + 5 + 1 + (2) + (6) = 20 - guardian defeated

    Defeat allows me to draw random weapon: Shortsword.

    For defeating guardian: 1 - Radillo; 2- Alahazra, 3 - Flenta, 4 - Quinn, 5 - Valero. who gets it?: 1d5 ⇒ 2

    Dip 6 (5+1) to close Manor w/ recharged Boots, hour power: 1d6 + 2 + 1d8 + 1d4 ⇒ (1) + 2 + (8) + (2) = 13 - success

    When Manor closes, can search for any card in deck: Sage's Journal. Discarding Shortsword before resetting.

    Quinn wrote:

    Hand: Masterwork Tools, Burglar's Buckler, Double Chicken Saber +1, Troubadour, Al's Cure, Sage's Journal,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Notes: I can bury an item to add 1d8+2 vs. local barrier. SJ buries to add 1d10+4 vs. local bane.

    Skills and Powers:
    SKILLS

    Strength d6 []+1
    Dexterity d6 []+1 []+2
    Con d6 []+1
    Intelligence d10 [X]+1 [X]+2 []+3 []+4
    Disable: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 []+1 []+2 []+3 []+4
    Perception: Wisdom +2
    Charisma d6 []+1 []+2 []+3
    Diplomacy: Charisma +2

    Favored Card: Item
    Hand Size 6 [] 7
    Proficient with: Nothing
    Powers:
    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.

    Hero Points: 3

    Manor closed, everyone moves to Laboratory. Confiscated loot: Val gets one on Flenta's turn, Al gets one on my turn. Support used: Flenta's B of Samurai. Top card of Lab is strangler.


    Deck Handler

    On Flenta's turn: Recharge nine-ring sword. Draw BoAbadar from confiscated pile.
    Hour - Trumpet: Ignore cards’ before acting powers.
    Explore: Strangler Combat 10
    Reveal shieldsplitter lance
    Combat 10: 1d10 + 4 + 1d8 + 1 ⇒ (6) + 4 + (8) + 1 = 19
    1 Valeros 2 Radillo 3 Alahazra 4 Flenta 5 Quinn
    confiscated: 1d5 ⇒ 1

    "

    Valeros wrote:

    Hand: Mock Armor, Crowbar (Core), BoAbadar (F), Blessing of Gorum, Shieldsplitter Lance,

    Displayed: Kikko Armor,
    Deck: 11 Discard: 3 Buried: 0
    Hero Points Available: 2
    Hero Points used: 0
    Reroll Used: No
    NOTES:
    Available Support: Feel free to recharge/reload weapon or armor to add a 1d6 to a local combat check (1 total available).
    Other: I can avenge by discarding. 2 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Gods, Chain Mail (Core), Katana +1, Champion's Do-Maru, Surgeon, 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., Master-at-Arms, Standard Bearer (Core), Earthbreaker (Core)
    Recharged: Staff of Minor Healing (Core), Nine-Ring Sword,
    Discard Pile: Blessing of Abadar, Harrowed Society Student, holy water,
    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
    Proficiencies:
    Armor Weapon
    POWERS:
    On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☑ 1d6).
    At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
    You may avenge by discarding (□ or recharging) a card.

    "

    Scarab Sages

    Deck Handler Oracle

    Completely ignore this:
    Off Turn: Take Blessing of the Spellbound from the confiscated pile.

    Start of turn: Reveal Handy Haversack to examine top two cards: Blessing of Abraxes and Clockwork butterfly. Leave them both.

    Upon entering the lab, the oracle is accosted by the alchemist. Muttering a prayer, she deflects the worst of the damage, then points at the woman, launching a fiery projectile at her. She surrenders, and the rest of the party closes for questioning.

    Turn 13: Pharasma's Knowing
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    Free Explore: Chemist (Combat 13)

    BYA: Each character takes 1 acid damage.
    Discard Amulet of Life to prevent damage.

    Combat 13: Use fire bolt ability to discard the top card of my deck. (Blessing of Abraxis (0))
    Recharge BoSpellbound to bless the check.

    Divine 13: 1d12 + 1d12 + 4 + 2d4 ⇒ (10) + (3) + 4 + (3, 2) = 22 -> Defeated.

    Close location: Recharge Guide to add 1d6 to close.
    Discard Blessing of the Spellbound to bless the check.

    Int 6: 1d8 + 1d8 + 1d6 ⇒ (5) + (1) + (3) = 9 -> Closed. Select 3 spells (Holy Light, Detect Magic, Sanctuary) Encounter Holy Light.

    Holy Light added to hand.

    Party wins!

    Divine 8: 1d12 + 4 ⇒ (8) + 4 = 12


    Radillo's Deck Manager

    The hour of The Cyclone
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.

    Radillo pops her head in from the other room and whispers in a hissing fashion to the rest of the group, "Will you please keep it down?! Don't you know there are cultists and stranglers all over this place?!"

    Free explore of card #2 (top card):

    Chemist:

    Story Bane Monster 0
    Traits
    Human
    Alchemist
    Veteran

    Check
    Combat
    11+##
    OR
    Craft
    Diplomacy
    6+#

    Powers
    Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly.
    If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned.


    Each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly.
    Random discarded card from Radillo's hand: 1d6 ⇒ 3 Sphere of Fire discarded
    Place Frost Ray in recovery to use Arcane skill for combat.
    Examine bottom card of deck: Fire Snake - add to hand.
    Recharge Apprentice to add 1d6
    Combat 11+2=13: 1d10 + 5 + 3d6 ⇒ (1) + 5 + (1, 3, 4) = 14 Wow, not a great roll. But defeated.
    Confiscated cards (1-V, 2-R, 3-A, 4-F, 5-Q): 1d5 ⇒ 1
    Valeros can draw a confiscated card.
    Summon 3 Spells and encounter 1: Holy Light (Spell 1), Detect Magic (Spell 0), Sanctuary (Spell 0)
    Encounter
    Holy Light:
    Spell 1
    Traits
    Magic
    Divine
    Attack

    Check
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.


    Place Fire Snake in recovery to use Arcane skill, reveal Spellbook to add 1d4.
    Wisdom (Arcane) 8: 1d10 + 5 + 1d4 ⇒ (2) + 5 + (1) = 8 acquired

    The group is silently trying to shush Radillo as they sneak up on Viora Skedrin. Of course, her hissing alerts the chemist immediately and she hurls a beaker of acidic liquid before running from the room. Before she can make it to the far door, Radillo wipes the sizzling acid from her spellbook and blasts the woman with a frost ray, freezing her solid.

    We win!


    DEVELOPMENT:
    You’ve brought the traitorous cultist Viora Skedrin to justice. She won’t be able to stoke discontentment in Vellumis any longer, and perhaps the diligent crusaders can oversee the evacuations with fewer distractions.

    Upon your return to Uscalin Lodge, you’re surprised to encounter a gnome wearing a tall hat and the colorful outfit of a fortune-teller. After the dire news of Vigil’s destruction, you’re surprised to see Evni Zongnoss, that city’s Venture-Captain, alive and in Vellumis.

    “I understand you’ve been cleaning some troublemakers out of our lodge here and putting the city to rights. Excellent work! I’ve got vital tasks needing skilled professionals, and I think you’re just the agents I need.”

    SCENARIO REWARD:

  • Gain a hero point.
  • Each player unlocks the ability to play Funbus from the Core Set using the Goblins Burn! Character Deck.

    ADVENTURE REWARD:

  • Gain a supporter feat.
    Pathfinder Chronicler:
    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.

    Pathfinder Bodyguard:
    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.

    ACQUIRED CARDS:
    Weapon 0 Sling
    Spell 0 Burst Bonds
    Spell 0 False Life
    Spell 1 Holy Light
    Item 1 Helpful Haversack
    Ally 0 Guide
    Blessing P1 The Real Rabbit Prince


  • Adventure 2: Urgathoa's Persistent Shadow
    Build the Vault: The vault should contain all level 0, 1, and 2 cards from the Core Set and the Curse of the Crimson Throne Adventure Path.
    During This Adventure: On your turn, if you suffer a scourge you didn’t already have a marker for, a
    random other character that doesn’t have a marker for it also suffers it.

    6-2A: Of Swords and Plowshares
    Evni Zongnoss carefully stirs honey into cups of tea before passing them around the table. The Venture-Captain waits patiently for everyone else to try the brew before bringing her own cup to her lips. With a contented sigh, she sets the cup down and gestures across the large table to the figure seated on the far end. “Pathfinders, it is my pleasure to introduce you to Second Sword Knight Aylunna Varvatos. She is coordinating efforts to rescue refugees within Lastwall. She presided over worship in Vigil’s grand cathedral of Iomedae, before catastrophe befell the city. Aylunna, we grieve with you today.”

    Aylunna holds up a hand. She wears a white gambeson and padded chausses, both stained with smoke and mud. Her sword rests at her hip, the scabbard chipped and marred. “There will be time to grieve later. What we need now is action. The settlement of Boursonne is under siege from masses of undead. We need you to travel there, break their putrid lines, and bring the survivors safely back to Vellumis.”

    Evni gives you a map showing the location of Boursonne. By morning, you’ve secured provisions and set out across the open hills towards the town. Travel is slow and dangerous, especially as you work to cut enough trail to accommodate the refugees without being too conspicuous to any dangerous forces that may lurk among the hills. On the third day, as you are carefully clearing brush from the narrow trail, four humans wielding swords step into the clearing.

    One of them points her sword at you and says, “Looks like you’re carrying a lot there. Why don’t you let us relieve some of your burden? Give us what food and equipment you have and turn yourselves around.” More bandits step into view from behind you. The flow of refugees, many carrying everything they still own, must have made easy targets for these opportunists. You’re ready to give them a challenge they weren’t expecting.

    LOCATIONS:
    1-Base
    1-Glade
    1-Ravine
    1-Thicket
    2-Ruin
    3-Forest
    4-Swamp
    5-River
    6-Trail

    SETUP:

  • Display the Bandit Leader story bane next to the scenario. Characters start at the Thicket.

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose a new Natural story bane.
  • Villain: Bandit Leader-Proxy V1
  • Closing Henchmen: Bandit-Proxy A

    DURING THIS SCENARIO:

  • Treat the story banes Bandit and Bandit Leader as if they check to defeat also lists "OR Charisma Diplomacy 9."
  • When the Bandit is defeated with a combat check, mark the Bandit Leader with a bandit marker. The difficulty of checks to defeat the Bandit Leader is increased by its number of bandit markers (maximum equal to the number of characters).
  • When the Bandit is defeated without a combat check, you may bury a boon to summon and encounter a non-Animal ally then remove a bandit marker from the Bandit Leader.


  • During This Adventure: Year of Rotting Ruins - Adventure 2: Urgathoa's Persistent Shadow
    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.
  • On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.

    During This Scenario: 6-2A: Of Swords and Plowshares

  • Harrow Suit: Crowns
  • Danger: Each time you encounter the danger, randomly choose a new Natural story bane.
  • Villain: Bandit Leader
  • Closing Henchmen: Bandit-Proxy A
  • Treat the story banes Bandit and Bandit Leader as if they check to defeat also lists "OR Charisma Diplomacy 9."
  • When the Bandit is defeated with a combat check, mark the Bandit Leader with a bandit marker. The difficulty of checks to defeat the Bandit Leader is increased by its number of bandit markers (maximum equal to the number of characters).
  • When the Bandit is defeated without a combat check, you may bury a boon to summon and encounter a non-Animal ally then remove a bandit marker from the Bandit Leader.
    Bandit Leader (markers: 0):
    Bandit Leader
    Story Bane Monster 0

    Traits
    Human
    Rogue
    Vetrean

    Check
    Combat
    10+##

    Powers
    Before acting, recharge 2 cards. Then each other character summons and encounters the story bane Bandit.
    If undefeated, bury the top and bottom cards of your deck.


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

    Random Monsters:
    Monster 1
    Spoiler:
    Cave Lizard
    Monster 0

    Traits
    Animal

    Check
    Combat
    13
    OR
    Perception
    6

    Powers
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.

    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:
    Deadfall Scorpion
    Monster 2

    Traits
    Vermin
    Poison

    Check
    Combat
    13

    Powers
    Immune to Mental. All damage is Poison damage.
    After acting, suffer 1 Poison damage.
    If undefeated, suffer the scourge Poisoned.

    Monster 4
    Spoiler:
    Geist
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

    Powers
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.

    Monster 5
    Spoiler:
    Dire Badger
    Monster 1

    Traits
    Animal

    Check
    Combat
    11
    OR
    Perception
    Survival
    6

    Powers
    If undefeated, shuffle this monster into a random location.
    If defeated by a combat check, suffer 1d4 Combat damage.

    Random Barriers:
    Barrier 1
    Spoiler:
    Mob Of Undead
    Barrier 1

    Traits
    Skirmish
    Undead

    Check
    None
    0

    Powers
    Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
    If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.

    Barrier 2
    Spoiler:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Barrier 3
    Spoiler:
    Imprisonment
    Barrier 2

    Traits
    Lock
    Obstacle
    Task

    Check
    Dexterity
    Diplomacy
    Disable
    Stealth
    9

    Powers
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

    Barrier 4
    Spoiler:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

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

    Barrier 5
    Spoiler:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

    Powers
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.

    Random Weapons:
    Weapon 1
    Spoiler:
    Returning Throwing Axe
    Weapon 1

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    10

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.

    Weapon 2
    Spoiler:
    Glorious Warhammer
    Weapon 1

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Recharge to examine the top card of your location.

    Weapon 3
    Spoiler:
    Light Crossbow
    Weapon 0

    Traits
    Bow
    Ranged
    Piercing

    Check
    Dexterity
    Ranged
    4

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8.
    On a distant combat check, freely discard to add 1d8.

    Weapon 4
    Spoiler:
    Quarterstaff
    Weapon 0

    Traits
    Staff
    Melee
    Bludgeoning
    2-handed

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
    Discard to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 5
    Spoiler:
    Flaming Mace
    Weapon 2

    Traits
    Mace
    Melee
    Bludgeoning
    Fire
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

    Random Spells:
    Spell 1
    Spoiler:
    Soothing Word
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Healing

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    6

    Powers
    On your turn, banish to heal a local character a card and/or remove a scourge from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead.

    Spell 2
    Spoiler:
    Enchant Weapon
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spell 3
    Spoiler:
    Immolate
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    5

    Powers
    For your combat check, banish to use Arcane or Divine + 2d4.
    On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

    Spell 4
    Spoiler:
    Disable Mechanism
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

    Powers
    When you encounter a Construct, Lock, or Trap bane, banish to evade it.
    On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

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

    Spell 5
    Spoiler:
    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:
    Helm
    Armor 0

    Traits
    Heavy Armor
    Helm

    Check
    Constitution
    Fortitude
    4

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 2
    Spoiler:
    Studded Leather Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    4

    Powers
    Display. While displayed:
    • When you discard cards as Combat damage, you may reload 1 of those cards.
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 1.

    Armor 3
    Spoiler:
    Magic Chain Mail
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Armor 4
    Spoiler:
    Magic Hide Armor
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    7

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

    Armor 5
    Spoiler:
    Spiked Breastplate
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    6

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Random Items:
    Item 1
    Spoiler:
    Drums Of Haste
    Item 2

    Traits
    Instrument
    Magic

    Check
    Constitution
    Charisma
    8

    Powers
    At the end of a local character’s move step, display at your location.
    While displayed:
    • At the end of each turn, local characters may move, and distant characters may move here.
    • At the start of your turn, discard this card; if proficient, recharge it instead.

    Item 2
    Spoiler:
    Banner Of The Ancient Kings
    Item 2

    Traits
    Object
    Magic

    Check
    Charisma
    Diplomacy
    Fortitude
    Melee
    10

    Powers
    Display. While displayed:
    • On all combat checks, add 1. If any character fails a combat check, bury this item.
    • You may bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.

    Item 3
    Spoiler:
    Magnifying Glass
    Item 0

    Traits
    Tool

    Check
    Intelligence
    Disable
    Perception
    4

    Powers
    On your Disable or Perception non-combat check, reveal to add 1d4.
    Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.

    Item 4
    Spoiler:
    Spyglass
    Item 0

    Traits
    Object

    Check
    Wisdom
    Perception
    6

    Powers
    On your Perception check, reveal to add 1d6.
    Discard to examine the top 2 cards of your location and return them in any order.

    Item 5
    Spoiler:
    Twitch Tonic
    Item 2

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    10

    Powers
    Discard to explore.
    Banish to heal a local character 1d4+1 allies.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.

    Random Allies:
    Ally 1
    Spoiler:
    Dog
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    3

    Powers
    Recharge to examine the top card of your location.
    Discard to explore. This exploration, you may ignore powers that happen before acting.

    Ally 2
    Spoiler:
    Troubadour
    Ally 0

    Traits
    Human
    Bard

    Check
    Charisma
    Diplomacy
    4

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.

    Ally 3
    Spoiler:
    Priest Of Asmodeus
    Ally 1

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    9
    OR
    Arcane
    Divine
    5

    Powers
    On a local check, reveal this card and bury another card to reroll.
    Recharge to explore. This exploration, on your checks, add 1d4.
    After the exploration, bury a card.

    Ally 4
    Spoiler:
    Craftsman
    Ally 1

    Traits
    Dwarf
    Hireling

    Check
    Charisma
    Diplomacy
    6
    OR
    Craft
    4

    Powers
    On a local check against a weapon or an armor, recharge to add 1d8.
    Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.

    Ally 5
    Spoiler:
    Sergeant-at-arms
    Ally 2

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Knowledge
    10

    Powers
    On a local check against a bane or an ally, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

    Random Blessings:
    Blessing 1
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessing 2
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessing 3
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

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

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

    Blessing 4
    Spoiler:
    The 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.

    Blessing 5
    Spoiler:
    The Forge
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

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

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

    Turn: 1 Alahazra/magi210

    Top of Blessing Discard Pile: Rovagug’s Destruction - When this is the hour: On your check, you may banish a random blessing from your discards to bless.

    Top Blessing:
    Rovagug’s Destruction
    Blessing 2

    Traits
    Deity: Rovagug
    Divine
    Veteran

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

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

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


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

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 2 (Turn 3 Quinn)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 3 (Turn 4 Valaros)
    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 4 (Turn 5 Radillo)
    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 5 (Turn 6 Alahazra)
    Spoiler:
    The Fiend
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer a scourge on your turn, each local character suffers it.

    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.

    Blessings Deck Card 6 (Turn 7 Flenta)
    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 8 Quinn)
    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 8 (Turn 9 Valaros)
    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 10 Radillo)
    Spoiler:
    The Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 10 (Turn 11 Alahazra)
    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.

    Blessings Deck Card 11 (Turn 12 Flenta)
    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 12 (Turn 13 Quinn)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 13 (Turn 14 Valaros)
    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 14 (Turn 15 Radillo)
    Spoiler:
    Norgorber’s Shadow
    Blessing 2

    Traits
    Deity: Norgorber
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Stealth
    5+#

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

    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.

    Blessings Deck Card 15 (Turn 16 Alahazra)
    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 16 (Turn 17 Flenta)
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Blessings Deck Card 17 (Turn 18 Quinn)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

    When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.

    Blessings Deck Card 18 (Turn 19 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 19 (Turn 20 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 20 (Turn 21 Alahazra)
    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 21 (Turn 22 Flenta)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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

    Blessings Deck Card 22 (Turn 23 Quinn)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

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

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 24 (Turn 25 Radillo)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

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

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Stealth
    4+#

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

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

    Blessings Deck Card 26 (Turn 27 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 27 (Turn 28 Quinn)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 28 (Turn 29 Valaros)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

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

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

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

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

    Glade
    Traits: Sacred, Wild
    At This Location: When you encounter a non–story bane, you may summon and encounter the danger. If you defeat it, banish the encountered bane; otherwise, evade it.
    When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
    When Permanently Closed: You may heal up to 2 cards.
    M:3 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:1

    Glade Card 1:
    Harrower
    Ally 0

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    4
    OR
    Knowledge
    5

    Powers
    Recharge to examine the top 3 cards of any character’s deck and return them in any order.
    Discard to examine the top card of your location, then you may explore.

    Glade Card 2:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

    Powers
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

    Glade Card 3:
    Bandit Leader
    Story Bane Monster 0

    Traits
    Human
    Rogue
    Vetrean

    Check
    Combat
    10+##

    Powers
    Before acting, recharge 2 cards. Then each other character summons and encounters the story bane Bandit.
    If undefeated, bury the top and bottom cards of your deck.

    Glade Card 4:
    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.

    Glade Card 5:
    Burglar
    Ally 0

    Traits
    Trigger
    Human
    Rogue

    Check
    Dexterity
    Stealth
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, discard a random boon.
    On a local check to defeat a barrier, recharge to add 1d6.
    Discard to examine the top card of your location; if it is a boon, you may explore.

    Glade Card 6:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

    Powers
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.

    Glade Card 7:
    Sonic Blast
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.

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

    Glade Card 8:
    Mercenary
    Monster 1

    Traits
    Human
    Warrior
    Veteran

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

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

    Glade Card 9:
    Flaming Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Fire
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    9

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Glade Card 10:
    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.

    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:
    Full Pouch
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

    Powers
    Display. While displayed:
    • When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    • At the end of your turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Ravine Card 2:
    Shadow
    Monster 1

    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

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

    Ravine Card 3:
    Mimic
    Monster 2

    Traits
    Aberration
    Trap

    Check
    Combat
    15
    OR
    Wisdom
    Perception
    9

    Powers
    On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
    If undefeated, suffer the scourge Entangled.

    Ravine Card 4:
    Bolas
    Weapon 0

    Traits
    Chain
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    5

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

    Ravine Card 5:
    Pixie Gang
    Monster 2

    Traits
    Fey
    Swarm

    Check
    Combat
    13
    OR
    Dexterity
    Acrobatics
    10

    Powers
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.

    Ravine Card 6:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Ravine Card 7:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Ravine Card 8:
    Luckstone
    Item 0

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    6

    Powers
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.

    Ravine Card 9:
    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.

    Ravine Card 10:
    Leather Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    • When you suffer any damage, you may bury to reduce it to 0.

    Thicket
    Traits: Wild
    At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M:3 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:1 Bl:1 ?:1
    Located here: Alahazra, Quinn, Valeros, Radillo, Flenta

    Thicket Card 1:
    Heavy Shield
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    4

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Thicket Card 2:
    Plaguebearer
    Monster 1

    Traits
    Aberration
    Disease

    Check
    Combat
    15

    Powers
    When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
    If undefeated, suffer the scourge Plagued.

    Thicket Card 3:
    Termite Swarm
    Monster 1

    Traits
    Vermin
    Swarm
    Trigger

    Check
    Combat
    10
    OR
    Constitution
    Fortitude
    6

    Powers
    When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.

    Thicket Card 4:
    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.

    Thicket Card 5:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Thicket Card 6:
    Horse
    Ally 0

    Traits
    Animal
    Mount

    Check
    Wisdom
    Charisma
    Survival
    3

    Powers
    Recharge to move. You may not use this power during an encounter.
    Discard to explore. This exploration, on your first check, add 1d4.

    Thicket Card 7:
    Ill Tidings
    Barrier 1

    Traits
    Curse

    Check
    None
    0

    Powers
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

    Thicket Card 8:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Mental

    Check
    Combat
    12

    Powers
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.

    Thicket Card 9:
    Pit Trap
    Barrier 0

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    6
    OR
    Wisdom
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Thicket Card 10:
    Codex
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    5

    Powers
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.

    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:
    Knock
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

    Powers
    For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Ruin Card 2:
    Longsword
    Weapon 0

    Traits
    Sword
    Melee
    Slashing

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

    Ruin Card 3:
    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.

    Ruin Card 4:
    Smoke Slayer
    Monster 2

    Traits
    Perception
    Elemental

    Check
    Combat
    13

    Powers
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

    Ruin Card 5:
    Door Spike
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Wisdom
    Disable
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    Ruin Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Ruin Card 7:
    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 8:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

    Powers
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Ruin Card 9:
    Elixir Of Love
    Item 0

    Traits
    Liquid
    Alchemical
    Mental

    Check
    Intelligence
    Craft
    6

    Powers
    On your Diplomacy check to acquire an ally, banish to add 2d10.
    On your Diplomacy check against a bane, banish to add 1d10.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 8 check to recharge this card.

    Ruin Card 10:
    Armored Coat
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    Display. While displayed:
    • When you discard cards as Combat damage, you may reload 1 of those cards.
    • When you suffer any damage, you may bury to reduce it to 0.

    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:
    Drowning Mud
    Barrier 1

    Traits
    Obstacle

    Check
    Strength
    Survival
    6
    OR
    Constitution
    Fortitude
    8

    Powers
    If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.

    Forest Card 2:
    Sick Child
    Barrier 2

    Traits
    Task

    Check
    Constitution
    Fortitude
    10
    OR
    Charisma
    Diplomacy
    12

    Powers
    On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
    If undefeated, summon and encounter the story bane Blood Veil.

    Forest Card 3:
    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.

    Forest Card 4:
    Burst Bonds
    Spell 0

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

    Powers
    When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again.
    On a local check against an Obstacle or Trap barrier, banish to add 1d8.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 7 check to recharge it instead.

    Forest Card 5:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Forest Card 6:
    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 7:
    Noble
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

    Powers
    On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.

    Forest Card 8:
    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.

    Forest Card 9:
    Minotaur
    Monster 2

    Traits
    Minotaur

    Check
    Combat
    15
    OR
    Fortitude
    8

    Powers
    If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.

    Forest Card 10:
    Battleaxe
    Weapon 0

    Traits
    Axe
    Melee
    Slashing

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8.

    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:4 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1

    Swamp Card 1:
    Imps And House Drakes
    Barrier 0

    Traits
    Skirmish
    Outsider
    Devil
    Dragon

    Check
    Combat
    10
    OR
    Arcane
    Survival
    6

    Powers
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.

    Swamp Card 2:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

    Powers
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.

    Swamp Card 3:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Swamp Card 4:
    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.

    Swamp Card 5:
    Tayce Soldado
    Ally 2

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    9
    OR
    Bury A Healing Card
    0

    Powers
    If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

    Swamp Card 6:
    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.

    Swamp Card 7:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Swamp Card 8:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Swamp Card 9:
    Faceless Stalker
    Monster 2

    Traits
    Aberration

    Check
    Combat
    12

    Powers
    Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
    Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.

    Swamp Card 10:
    Locate Object
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    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:
    Harrow Deck
    Item 1

    Traits
    Tool
    Magic
    Gambling
    Harrow
    Mental

    Check
    Wisdom
    Perception
    10

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

    DURING RECOVERY
    Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.

    River Card 2:
    Remove Disease
    Spell 1

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Banish to remove the scourge Plagued from any number of local characters.

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

    River Card 3:
    Helm Of The Valkyrie
    Armor 2

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    At the end of your turn, recharge to move.
    After playing this armor, you may not play a Helm boon this encounter.

    River Card 4:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    River Card 5:
    Concealed Hatch
    Barrier 1

    Traits
    Lock

    Check
    Strength
    5
    OR
    Disable
    3

    Powers
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.

    River Card 6:
    Dire Crocodile
    Monster 2

    Traits
    Animal
    Aquatic

    Check
    Combat
    15

    Powers
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

    River Card 7:
    Red Mantis Initiate
    Monster 2

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    10+##
    OR
    Wisdom
    5+#

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

    River Card 8:
    Dire Rat
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Survival
    6

    Powers
    After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
    If undefeated, suffer the scourge Plagued.

    River Card 9:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

    On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    River Card 10:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    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.


  • Flenta Deck Handler

    Do these stupid Bandits not know who they're dealing with?

    Flenta wrote:

    Hand: Katana +1, Kikko Armor, Unerring Weapon, Wakizashi, Longspear (Core),

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 3
    "NOTES:
    Available Support:
    Other: Paizo reroll used for scenario 6-2A?: N "

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wolfhide Armor, Cat-o'-Nine-Tails, Fiery Glare (Core), Blessing of Abadar, Staff of Minor Healing (Core), Topaz of Strength, Blessing of the Samurai, Shock Glaive +1, The Real Rabbit Prince, Conch Shell, Strength, Surgeon
    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.

    Scarab Sages

    Deck Handler Oracle

    "

    Alahazra wrote:

    Hand: Clockwork Butterfly, Blessing of Sivanah, Blessing of Abraxis, Chronicler, Blessing of the Gods 1, Fire Snake,
    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 3
    NOTES:
    Available Support: Binder's tome adds 1d4 to local combat or charisma checks on reveal. (Adds mental trait)
    Movement: Feel free to use blessings.

    Skills and Powers:
    SKILLS

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

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

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

    During your exploration, when you succeed at a check that invokes the
    Fire (☐ or Attack) trait, you may move after you resolve the encounter.

    "


    Radillo's Deck Manager

    Blessing of Sivanah swapped in for Blessing of the Spellbound.
    Start at Thicket with everyone.

    Radillo is suprised the ambush laid by the bandits was a verbal one rather than physical. Perhaps these brutes will yet listen to reason. If not, she's willing to sway a few minds with her arcane ability.

    Radillo wrote:

    Hand: Augury, Sphere of Fire, Binder's Tome, Spellbook, Apprentice, Blessing of Pharasma,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Current Location: Thicket
    Hero Points: 4
    NOTES:
    Available Support: Blessing available. Binder's Tome adds 1d4 and Mental to all local combat or Charisma checks. Augury available (feel free to bot).
    Movement: Move me to Glade if my location closes.
    Other: Dice Re-Roll Used for 6-1D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Sivanah, Riftwarden, Chameleon, Locate Object, Life Drain, Frost Ray, Fire Snake, Chronicler, Blessing of Abadar, Pyrotechnic Blast, Toad
    Recharged:
    Discard Pile:
    Buried Pile:

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

    Favored Card: Spell or Ally
    Hand Size: 6 ☐ 7
    Proficiencies:
    Mental
    POWERS:
    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.


    Deck Handler
    Valeros wrote:

    Hand: Standard Bearer (Core), Nine-Ring Sword, Shieldsplitter Lance, Blessing of Abadar, Mock Armor,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Thicket
    Hero Points Available: 3
    Hero Points used: 0
    Reroll Used: No
    NOTES:
    Available Support: Feel free to recharge/reload weapon or armor to add a 1d6 to a local combat check (2 total available).
    Other: I can avenge by discarding. 1 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Champion's Do-Maru, Chain Mail (Core), Blessing of Gorum, Crowbar (Core), Blessing of the Gods, Master-at-Arms, Kikko Armor, Shock Glaive +1, Katana +1, Surgeon, Earthbreaker (Core), Staff of Minor Healing (Core)
    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
    Proficiencies:
    Armor Weapon
    POWERS:
    On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☑ 1d6).
    At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
    You may avenge by discarding (□ or recharging) a card.


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

    Hand: Thieves' Tools, Boots of Friendly Terrain, Staff of Minor Healing, B of Abadar 2, Embalming Fluid, Leather Armor,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes: I can bury an item to add 1d8+2 vs. local barrier. Boots add 1d8 to local wild or close checks.

    Skills and Powers:
    SKILLS

    Strength d6 []+1
    Dexterity d6 []+1 []+2
    Con d6 []+1
    Intelligence d10 [X]+1 [X]+2 []+3 []+4
    Disable: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 []+1 []+2 []+3 []+4
    Perception: Wisdom +2
    Charisma d6 []+1 []+2 []+3
    Diplomacy: Charisma +2

    Favored Card: Item
    Hand Size 6 [] 7
    Proficient with: Nothing
    Powers:
    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.

    Hero Points: 4

    No weapon yet. This will be interesting...


    Deck Handler

    ========================
    Valeros pulls out their nine-ring sword from its sheathe and hands it to Quinn. "Come help me try and clear some of this thicket my friend. The sword and Lance isn't the best at this but it sure beats using our hands!" Valeros proceeds to clear part of the thicket, uncovering a Heavy Shield. They place it in their pack and continue the arduous job of hacking through a thicket with a lance.
    Suddenly the party gives a shout of warning to Valeros just as they feel their bag suddenly get alot lighter. Valeros spins around to confront the Plaguebearer that tore open their bag. A narrow and bloody fight erupts with Valeros hampered by the thicket. They finally beat off the Plaguebearer and pause to catch their breath, collect their belongings, and attempt to fix their bag.
    ===================================

    Hourglass Discard: Rovagug’s Destruction
    WHEN THIS IS THE HOUR: On your check, you may banish a random blessing from your discards to bless.
    Start of Turn: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
    Dexterity 6: 1d8 ⇒ 4
    Random other character suffers Entangled.
    1 Radillo, 2 Alahazra, 3 Flenta, 4 Quinn
    random other char: 1d4 ⇒ 2 Sorry Al!
    Give card: Give Nine-Ring Sword to Quinn
    Explore: Heavy Shield
    Fortitude 4: 1d8 + 2 ⇒ (8) + 2 = 10
    Discard Standard Bearer to explore.
    Explore: Plaguebearer
    When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
    Fortitude 7: 1d8 + 2 ⇒ (3) + 2 = 5
    Combat Damage: 1d4 - 1 ⇒ (4) - 1 = 3
    Oof. Discarding Heavy Shield, BoAbadar, and Mock Armor for damage.
    Discarding Shieldsplitter Lance for its power to fight the Plaguebearer.
    Combat 15: 1d10 + 4 + 1d8 + 1 + 1d6 ⇒ (3) + 4 + (6) + 1 + (2) = 16
    End of Turn Actions: Recharge Shieldsplitter Lance

    Valeros wrote:

    Hand: Staff of Minor Healing (Core), Chain Mail (Core), Crowbar (Core), Champion's Do-Maru, Master-at-Arms,

    Displayed:
    Deck: 8 Discard: 4 Buried: 0
    Current Location: Thicket
    Hero Points Available: 3
    Hero Points used: 0
    Reroll Used: No // Valeros has the following scourges marked:
    Entangled:
    While Marked:
    You cannot evade or move.

    When your location is closed, remove this scourge.


    NOTES:
    Available Support: Feel free to recharge/reload weapon or armor to add a 1d6 to a local combat check (2 total available).
    Other: I can avenge by discarding. 0 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Earthbreaker (Core), Blessing of the Gods, Blessing of Gorum, Surgeon, Katana +1, Kikko Armor, Shock Glaive +1
    Recharged: Shieldsplitter Lance,
    Discard Pile: Standard Bearer (Core), Heavy Shield, Blessing of Abadar, Mock Armor,
    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
    Proficiencies:
    Armor Weapon
    POWERS:
    On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☑ 1d6).
    At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
    You may avenge by discarding (□ or recharging) a card.


    Radillo's Deck Manager

    The hour of Benefaction
    When this is the hour: No effect.
    Discard Blessing of Pharasma for start of turn ATL check
    Dexterity 4+2=6: 2d8 ⇒ (7, 6) = 13 success
    Move to Forest

    Radillo dives through the small hole in the thicket cleared by Valeros and Flenta and emerges in a large forest.

    Place Augury in recovery and name Monster to examine top 3 cards of location: Drowning Mud (Barrier 1), Sick Child (Barrier 2), Grey Maiden Footsoldier (Monster 2)
    Examine bottom card of deck: Blessing of Abadar - leave on bottom of deck.
    Place monster on bottom of location and shuffle remaining cards.

    Radillo concentrates her arcane energy on scouting for any beings that might wish them ill. She sees a footsoldier walking away while a sickly looking child tries to escape the slippery clutches of a mud pit. She heads deeper into the forest to try to find the child.

    Free explore of random top card (ignoring 3): 1d10 ⇒ 5 - Henchman Proxy A

    Bandit:
    Story Bane Monster 0

    Traits
    Human
    Bandit
    Veteran

    Check
    Combat
    9+##
    OR
    Banish A Random Boon
    OR
    Charisma Diplomacy 9

    Powers
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.


    Recharge Apprentice
    Binder's Tome adds 1d4
    Diplomacy 9: 1d10 + 3 + 1d4 ⇒ (2) + 3 + (4) = 9 defeated
    Bury Spellbook to encounter a random non-Animal ally:

    Troubadour:
    Ally 0
    Traits
    Human
    Bard

    Check
    Charisma
    Diplomacy
    4

    Powers
    On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.


    Binder's Tome adds 1d4
    Auto-acquired with 1d10+3+1d4
    Location close: Danger - Random Natural Story Bane: 1d6 ⇒ 3

    Green Faith Druid:
    Story Bane Monster 1

    Traits
    Human
    Druid
    Veteran

    Check
    Combat
    11+##
    OR
    Diplomacy
    Survival
    6+#

    Powers
    Immune to Animal and Plant.
    Before acting, a random local character summons and encounters a monster.


    Summon and encounter a monster.
    Cave Lizard:

    Monster 0
    Traits
    Animal

    Check
    Combat
    13
    OR
    Perception
    6

    Powers
    If proficient with armors, add 1d6 to the combat check.
    Damage is increased by 1d4.


    Display Sphere of Fire
    Examine bottom card of deck: Apprentice - add to hand.
    Binder's Tome adds 1d4, recharge Apprentice to add 1d6
    Combat 13: 1d10 + 5 + 2d6 + 1d4 ⇒ (4) + 5 + (2, 5) + (3) = 19 defeated
    Encounter Druid, Binder's Tome adds 1d4, Troubadour recharges to add 1d6
    Diplomacy 6+2=8: 1d10 + 3 + 1d6 + 1d4 ⇒ (1) + 3 + (4) + (1) = 9 defeated
    Location closed. Move to Glade

    Not long after she starts out, a bandit finds her and demands the ornate spellbook she carries. She hands over her book but convinces the bandit that she means no ill will to him. After a brief conversation the two get to know eachother a little better and the man confesses he's actually a troubadour and really hasn't taken to the life of a bandit. "There is, however, a druid that roams these woods that has been a real thorn in my side. Perhaps you could come with me and talk some sense into her. I'm getting a little tired of these dramatic weather changes and the animal assaults she sends my way."
    Radillo agrees to go along. She's convinced the half-elf to give up the life of a bandit, perhaps she can speak to the druid as well. Unfortunately, things don't start out well after Radillo singes her cave lizard. But after some time Radillo is able to convince her they mean no harm to the forest and seek to protect and uphold it, as she does.

    End turn, place Sphere of Fire in recovery.
    Sphere of Fire - Arcane 9: 1d10 + 5 ⇒ (6) + 5 = 11 recharged
    Augury - Arcane 8: 1d10 + 5 ⇒ (5) + 5 = 10 recharged
    Reset hand.

    Radillo wrote:

    Hand: Pyrotechnic Blast, Locate Object, Fire Snake, Binder's Tome, Toad, Chameleon,

    Displayed:
    Deck: 10 Discard: 1 Buried: 1
    Current Location: Glade
    Hero Points: 4
    NOTES:
    Available Support: Binder's Tome adds 1d4 and Mental to all local combat or Charisma checks.
    Movement: Move me to Glade if my location closes.
    Other: Dice Re-Roll Used for 6-1D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Riftwarden, Blessing of Sivanah, Frost Ray, Chronicler, Life Drain
    Recharged: Blessing of Abadar, Apprentice, Troubadour (acquired), Sphere of Fire, Augury,
    Discard Pile: Blessing of Pharasma,
    Buried Pile: Spellbook,

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

    Favored Card: Spell or Ally
    Hand Size: 6 ☐ 7
    Proficiencies:
    Mental
    POWERS:
    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.

    Scarab Sages

    Deck Handler Oracle

    Turn 3: Sands of the Hour
    WHEN THIS IS THE HOUR
    No effect.

    Start of turn location check. Play Fire Snake to use Charisma die.

    Dexterity 6: 1d12 ⇒ 2 -> Fail
    Entangled: 1. Flenta 2. Quinn Entangled: 1d2 ⇒ 1 -> Flenta is Entangled

    Free Explore: Termite Swarm (Combat 10/14)

    Use fire bolt power to discard the top card of deck (Amulet of Life).

    Play Blessing of the Gods to add a die.
    Combat 10/14: 1d12 + 1d12 + 4 + 2d4 ⇒ (10) + (8) + 4 + (1, 3) = 26 -> Termite swarm defeated.

    Recharge Clockwork Butterfly to examine the next two cards: The Cricket (Blessing), Proxy A (Bandit)

    Encounter The Cricket (Dexterity 6)
    Discard Blessing of Sivanah to add 2 dice.

    Dexterity 6: 1d4 + 2d4 ⇒ (1) + (4, 4) = 9 - The Cricket added to hand.

    End turn, reset hamd.
    Recover Fire Snake Divine 8: 1d12 + 4 ⇒ (8) + 4 = 12 -> Fire Snake recharged

    Alahazra wrote:

    Hand: The Cricket, Holy Light, Blessing of Abraxis, Chronicler, Blessing of Abadar, Cure (Core),
    Displayed:
    Deck: 8 Discard: 3 Buried: 0
    Hero Points: 4 // Alahazra has the following scourges marked:

    Entangled:
    While Marked:
    You cannot evade or move.

    When your location is closed, remove this scourge.


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

    Skills and Powers:
    SKILLS

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

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

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

    During your exploration, when you succeed at a check that invokes the
    Fire (☐ or Attack) trait, you may move after you resolve the encounter.


    During This Adventure: Year of Rotting Ruins - Adventure 2: Urgathoa's Persistent Shadow
    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.
  • On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.

    During This Scenario: 6-2A: Of Swords and Plowshares

  • Harrow Suit: Crowns
  • Danger: Each time you encounter the danger, randomly choose a new Natural story bane.
  • Villain: Bandit Leader
  • Closing Henchmen: Bandit-Proxy A
  • Treat the story banes Bandit and Bandit Leader as if they check to defeat also lists "OR Charisma Diplomacy 9."
  • When the Bandit is defeated with a combat check, mark the Bandit Leader with a bandit marker. The difficulty of checks to defeat the Bandit Leader is increased by its number of bandit markers (maximum equal to the number of characters).
  • When the Bandit is defeated without a combat check, you may bury a boon to summon and encounter a non-Animal ally then remove a bandit marker from the Bandit Leader.
    Bandit Leader (markers: 0):
    Bandit Leader
    Story Bane Monster 0

    Traits
    Human
    Rogue
    Vetrean

    Check
    Combat
    10+##

    Powers
    Before acting, recharge 2 cards. Then each other character summons and encounters the story bane Bandit.
    If undefeated, bury the top and bottom cards of your deck.


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

    Random Monsters:
    Monster 1
    Spoiler:
    Wolf Pack
    Monster 0

    Traits
    Animal

    Check
    Combat
    11
    OR
    Survival
    6

    Powers
    Before acting, a local character summons and encounters this monster.
    If the check to defeat has the Attack or Ranged trait, you may reroll.

    Monster 2
    Spoiler:
    Allip
    Monster 1

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14
    OR
    Divine
    8

    Powers
    Immune to Mental and Poison.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Dazed.

    Monster 3
    Spoiler:
    Spider Swarm
    Monster 1

    Traits
    Vermin
    Swarm

    Check
    Combat
    10

    Powers
    Vulnerable to Attack.
    If defeated by less than 4, shuffle this monster into its location.
    If undefeated, suffer the scourge Poisoned.

    Monster 4
    Spoiler:
    Guard Dog
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Charisma
    Survival
    6

    Powers
    Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.

    Monster 5
    Spoiler:
    Cotct Basilisk
    Monster 2

    Traits
    Animal

    Check
    Combat
    12

    Powers
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.

    Random Barriers:
    Barrier 1
    Spoiler:
    Mountebank
    Barrier 0

    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Barrier 2
    Spoiler:
    Cryptic Message
    Barrier 2

    Traits
    Cache

    Check
    Intelligence
    Knowledge
    10

    Powers
    If undefeated, you may banish this barrier.
    If defeated, you may examine the top 2 cards of your location and return them in any order.

    Barrier 3
    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 4
    Spoiler:
    Guardian Door
    Barrier 2

    Traits
    Obstacle
    Task

    Check
    Intelligence
    Diplomacy
    Disable
    Stealth
    8

    Powers
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    Barrier 5
    Spoiler:
    Death’s Breath Door
    Barrier 2

    Traits
    Lock
    Trap

    Check
    Strength
    Dexterity
    Disable
    Divine
    10

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Cruel Longsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.

    Weapon 2
    Spoiler:
    Vicious Scythe
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non–story bane monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 3
    Spoiler:
    Keen Rapier
    Weapon 1

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Acrobatics
    Melee
    9

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

    Weapon 4
    Spoiler:
    Dagger
    Weapon 0

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    3

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

    Weapon 5
    Spoiler:
    Keen Starknife
    Weapon 2

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    12

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Random Spells:
    Spell 1
    Spoiler:
    Disable Mechanism
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

    Powers
    When you encounter a Construct, Lock, or Trap bane, banish to evade it.
    On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

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

    Spell 2
    Spoiler:
    Fiery Glare
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    7

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    When you encounter a boon during your exploration, banish this spell to banish the boon and explore.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead.

    Spell 3
    Spoiler:
    Levitate
    Spell 0

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    5
    OR
    Wisdom
    Divine
    6

    Powers
    At the start of any turn or during any move step, banish to move a local character.
    Banish to examine the top card of an occupied location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead.

    Spell 4
    Spoiler:
    Commune
    Spell 1

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

    Powers
    Banish to draw a new blessing.
    DURING RECOVERY
    If proficient, you may bury this card.

    Spell 5
    Spoiler:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    6

    Powers
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Magic Spiked Breastplate
    Armor 1

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 3.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Armor 2
    Spoiler:
    Chain Mail
    Armor 0

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    5

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Armor 3
    Spoiler:
    Armor Of Insults
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.
    • To avenge, you may discard a card.

    Armor 4
    Spoiler:
    Covering Heavy Shield
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    When a local character suffers Combat damage, freely reveal to reduce it by 1.
    If proficient, on your Melee combat check, freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 5
    Spoiler:
    Klar
    Armor 0

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    Melee
    Survival
    5

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

    Random Items:
    Item 1
    Spoiler:
    Ring Of Evasion
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Craft
    9

    Powers
    When you encounter a bane, recharge to evade it.
    When you suffer damage from a bane’s before acting or after acting power, reveal to reduce it by 1.

    Item 2
    Spoiler:
    Staff Of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge to heal a local character a card.

    Item 3
    Spoiler:
    Magnifying Glass
    Item 0

    Traits
    Tool

    Check
    Intelligence
    Disable
    Perception
    4

    Powers
    On your Disable or Perception non-combat check, reveal to add 1d4.
    Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.

    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:
    Gem Of Physical Prowess
    Item 1

    Traits
    Object
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.

    Random Allies:
    Ally 1
    Spoiler:
    Craftsman
    Ally 1

    Traits
    Dwarf
    Hireling

    Check
    Charisma
    Diplomacy
    6
    OR
    Craft
    4

    Powers
    On a local check against a weapon or an armor, recharge to add 1d8.
    Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.

    Ally 2
    Spoiler:
    Teamster
    Ally 0

    Traits
    Human
    Hireling

    Check
    Strength
    Charisma
    Diplomacy
    5

    Powers
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.

    Ally 3
    Spoiler:
    Pig
    Ally 0

    Traits
    Animal

    Check
    Wisdom
    Survival
    3

    Powers
    On a local Constitution or Charisma check, recharge to add 1d4.
    Discard to explore. This exploration, when you defeat a monster, heal a card.

    Ally 4
    Spoiler:
    Merchant
    Ally 0

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    7

    Powers
    Discard to give a card to another character.
    Discard to explore. This exploration, on your checks to acquire, add 1d4.

    Ally 5
    Spoiler:
    Archer
    Ally 0

    Traits
    Human
    Ranger

    Check
    Charisma
    Diplomacy
    Ranged
    4

    Powers
    On a local Dexterity or Ranged check, recharge to add 1d4.
    Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.

    Random Blessings:
    Blessing 1
    Spoiler:
    Norgorber’s Shadow
    Blessing 2

    Traits
    Deity: Norgorber
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Stealth
    5+#

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

    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.

    Blessing 2
    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.

    Blessing 3
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 4
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

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

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

    Blessing 5
    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.

    Turn: 4 Flenta/Gimry

    Top of Blessing Discard Pile: The Publican - When this is the hour: When you would discard an ally, recharge it instead.

    Top Blessing:
    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 Remaining: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 5 Quinn)
    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 2 (Turn 6 Valaros)
    Spoiler:
    The Fiend
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer a scourge on your turn, each local character suffers it.

    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.

    Blessings Deck Card 3 (Turn 7 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 4 (Turn 8 Alahazra)
    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 5 (Turn 9 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 6 (Turn 10 Quinn)
    Spoiler:
    The Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 7 (Turn 11 Valaros)
    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.

    Blessings Deck Card 8 (Turn 12 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 9 (Turn 13 Alahazra)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 10 (Turn 14 Flenta)
    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 11 (Turn 15 Quinn)
    Spoiler:
    Norgorber’s Shadow
    Blessing 2

    Traits
    Deity: Norgorber
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Stealth
    5+#

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

    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.

    Blessings Deck Card 12 (Turn 16 Valaros)
    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 13 (Turn 17 Radillo)
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Blessings Deck Card 14 (Turn 18 Alahazra)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

    When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.

    Blessings Deck Card 15 (Turn 19 Flenta)
    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 20 Quinn)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 17 (Turn 21 Valaros)
    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 18 (Turn 22 Radillo)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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

    Blessings Deck Card 19 (Turn 23 Alahazra)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 20 (Turn 24 Flenta)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 21 (Turn 25 Quinn)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 22 (Turn 26 Valaros)
    Spoiler:
    The Crows
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Stealth
    4+#

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

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

    Blessings Deck Card 23 (Turn 27 Radillo)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 24 (Turn 28 Alahazra)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 25 (Turn 29 Flenta)
    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 26 (Turn 30 Quinn)
    Spoiler:
    The Owl
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

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

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

    Glade
    Traits: Sacred, Wild
    At This Location: When you encounter a non–story bane, you may summon and encounter the danger. If you defeat it, banish the encountered bane; otherwise, evade it.
    When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
    When Permanently Closed: You may heal up to 2 cards.
    M:3 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:1
    Located here: Radillo,

    Glade Card 1:
    Harrower
    Ally 0

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    4
    OR
    Knowledge
    5

    Powers
    Recharge to examine the top 3 cards of any character’s deck and return them in any order.
    Discard to examine the top card of your location, then you may explore.

    Glade Card 2:
    Tangle Of Debris
    Barrier 1

    Traits
    Obstacle

    Check
    Dexterity
    Acrobatics
    5
    OR
    Survival
    7

    Powers
    If undefeated, roll 1d4 twice and suffer the corresponding scourges:
    1. Entangled 3. Poisoned 2. Exhausted 4. Wounded

    Glade Card 3:
    Bandit Leader
    Story Bane Monster 0

    Traits
    Human
    Rogue
    Vetrean

    Check
    Combat
    10+##

    Powers
    Before acting, recharge 2 cards. Then each other character summons and encounters the story bane Bandit.
    If undefeated, bury the top and bottom cards of your deck.

    Glade Card 4:
    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.

    Glade Card 5:
    Burglar
    Ally 0

    Traits
    Trigger
    Human
    Rogue

    Check
    Dexterity
    Stealth
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, discard a random boon.
    On a local check to defeat a barrier, recharge to add 1d6.
    Discard to examine the top card of your location; if it is a boon, you may explore.

    Glade Card 6:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

    Powers
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.

    Glade Card 7:
    Sonic Blast
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.

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

    Glade Card 8:
    Mercenary
    Monster 1

    Traits
    Human
    Warrior
    Veteran

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

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

    Glade Card 9:
    Flaming Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Fire
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    9

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Glade Card 10:
    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.

    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:
    Full Pouch
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

    Powers
    Display. While displayed:
    • When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    • At the end of your turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Ravine Card 2:
    Shadow
    Monster 1

    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

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

    Ravine Card 3:
    Mimic
    Monster 2

    Traits
    Aberration
    Trap

    Check
    Combat
    15
    OR
    Wisdom
    Perception
    9

    Powers
    On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
    If undefeated, suffer the scourge Entangled.

    Ravine Card 4:
    Bolas
    Weapon 0

    Traits
    Chain
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    5

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

    Ravine Card 5:
    Pixie Gang
    Monster 2

    Traits
    Fey
    Swarm

    Check
    Combat
    13
    OR
    Dexterity
    Acrobatics
    10

    Powers
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.

    Ravine Card 6:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Ravine Card 7:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Ravine Card 8:
    Luckstone
    Item 0

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    6

    Powers
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.

    Ravine Card 9:
    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.

    Ravine Card 10:
    Leather Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    • When you suffer any damage, you may bury to reduce it to 0.

    Thicket
    Traits: Wild
    At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M:1 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Alahazra, Quinn, Valeros, Flenta

    Thicket Card 1 - Henchman Proxy A:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Thicket Card 2:
    Horse
    Ally 0

    Traits
    Animal
    Mount

    Check
    Wisdom
    Charisma
    Survival
    3

    Powers
    Recharge to move. You may not use this power during an encounter.
    Discard to explore. This exploration, on your first check, add 1d4.

    Thicket Card 3:
    Ill Tidings
    Barrier 1

    Traits
    Curse

    Check
    None
    0

    Powers
    This encounter, blessings cannot be played.
    Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.

    Thicket Card 4:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Mental

    Check
    Combat
    12

    Powers
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.

    Thicket Card 5:
    Pit Trap
    Barrier 0

    Traits
    Obstacle
    Trap

    Check
    Dexterity
    Acrobatics
    6
    OR
    Wisdom
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier.
    If defeated, you may explore.

    Thicket Card 6:
    Codex
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    5

    Powers
    On your check to acquire, reveal to add 1.
    On a local check to acquire, discard to add your Knowledge skill.

    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:
    Knock
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

    Powers
    For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.

    Ruin Card 2:
    Longsword
    Weapon 0

    Traits
    Sword
    Melee
    Slashing

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4.

    Ruin Card 3:
    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.

    Ruin Card 4:
    Smoke Slayer
    Monster 2

    Traits
    Perception
    Elemental

    Check
    Combat
    13

    Powers
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

    Ruin Card 5:
    Door Spike
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Wisdom
    Disable
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    Ruin Card 6:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Ruin Card 7:
    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 8:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

    Powers
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Ruin Card 9:
    Elixir Of Love
    Item 0

    Traits
    Liquid
    Alchemical
    Mental

    Check
    Intelligence
    Craft
    6

    Powers
    On your Diplomacy check to acquire an ally, banish to add 2d10.
    On your Diplomacy check against a bane, banish to add 1d10.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 8 check to recharge this card.

    Ruin Card 10:
    Armored Coat
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    Display. While displayed:
    • When you discard cards as Combat damage, you may reload 1 of those cards.
    • When you suffer any damage, you may bury to reduce it to 0.

    Forest
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    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:4 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1

    Swamp Card 1:
    Imps And House Drakes
    Barrier 0

    Traits
    Skirmish
    Outsider
    Devil
    Dragon

    Check
    Combat
    10
    OR
    Arcane
    Survival
    6

    Powers
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.

    Swamp Card 2:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

    Powers
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.

    Swamp Card 3:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Swamp Card 4:
    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.

    Swamp Card 5:
    Tayce Soldado
    Ally 2

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    9
    OR
    Bury A Healing Card
    0

    Powers
    If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

    Swamp Card 6:
    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.

    Swamp Card 7:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Swamp Card 8:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Swamp Card 9:
    Faceless Stalker
    Monster 2

    Traits
    Aberration

    Check
    Combat
    12

    Powers
    Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
    Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.

    Swamp Card 10:
    Locate Object
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    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:
    Harrow Deck
    Item 1

    Traits
    Tool
    Magic
    Gambling
    Harrow
    Mental

    Check
    Wisdom
    Perception
    10

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

    DURING RECOVERY
    Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.

    River Card 2:
    Remove Disease
    Spell 1

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Banish to remove the scourge Plagued from any number of local characters.

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

    River Card 3:
    Helm Of The Valkyrie
    Armor 2

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    At the end of your turn, recharge to move.
    After playing this armor, you may not play a Helm boon this encounter.

    River Card 4:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    River Card 5:
    Concealed Hatch
    Barrier 1

    Traits
    Lock

    Check
    Strength
    5
    OR
    Disable
    3

    Powers
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.

    River Card 6:
    Dire Crocodile
    Monster 2

    Traits
    Animal
    Aquatic

    Check
    Combat
    15

    Powers
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

    River Card 7:
    Red Mantis Initiate
    Monster 2

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    10+##
    OR
    Wisdom
    5+#

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

    River Card 8:
    Dire Rat
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Survival
    6

    Powers
    After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
    If undefeated, suffer the scourge Plagued.

    River Card 9:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

    On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    River Card 10:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    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.


  • Flenta Deck Handler

    Hourglass Discard: The Publican
    WHEN THIS IS THE HOUR: When you would discard an ally, recharge it instead.

    SoT check
    Dex 6: 1d6 ⇒ 6
    Nice!!!

    Alahazra lets Valeros and I know of the bandit on the road ahead. Preparing for the fight ahead, I give Valeros my Wakizashi and embue my Katana with Arcane power as every sorceress should.

    With everything prepped Valeros and I begin our assault on the Bandit.

    Bandit:
    Bandit
    Story Bane Monster 0

    Traits
    Human
    Bandit
    Veteran

    Check
    Combat
    9+##
    OR
    Banish A Random Boon

    Powers
    Before acting, recharge a card.
    If undefeated or evaded, bury the bottom card of your deck.

    Recharge my Longspear for BYA power

    Combat 13: 1d10 + 2 + 1d8 + 1 + 1d4 + 1d6 ⇒ (6) + 2 + (3) + 1 + (2) + (2) = 16

    Attack Details:

    Melee - 1d10+2
    Katana +1 - 1d8+1
    Unerring Strength - 1d4
    Valeros Aid - 1d6

    With Valeros at my side, nothing is impossible. However, as soon as we dispatch the bandit, a very dubious man approaches.

    Mountebank:

    Barrier 0
    Traits
    Task

    Check
    Wisdom
    Diplomacy
    Stealth
    6

    Powers
    If undefeated, bury the top card of your deck.

    Wis 6: 1d6 + 1d8 ⇒ (4) + (4) = 8
    Use Quinn's boots

    Luckily Quinn comes up, flashes his badge and the man quickly darts away.

    "Let's get out of this thicket while the getting is good!" I say to the others.

    I will head to the Ruin

    During Recovery recharge Fiery Glare from the box

    Flenta wrote:

    Hand: Katana +1, Strength, Staff of Minor Healing (Core), Surgeon, Blessing of Abadar,

    Displayed: Kikko Armor,
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 3
    "NOTES:
    Available Support: Abadar is available
    Other: Paizo reroll used for scenario 6-2A?: N "

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cat-o'-Nine-Tails, Fiery Glare (Core), Blessing of the Samurai, Conch Shell, Topaz of Strength, Shock Glaive +1, The Real Rabbit Prince, Wolfhide Armor
    Recharged: Longspear (Core), Fiery Glare (Core) 1,
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    - Melee: Strength +2
    Dexterity d6 ☐ +1 ☐ +2
    - Acrobatics: Dexterity +2
    Constitution d6 ☐ +1 ☐ +2 ☐ +3
    Intelligence d8 ☑ +1 ☑ +2 ☐ +3
    - Knowledge: Intelligence +2
    Wisdom d6 ☐ +1
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
    Proficiencies:
    Weapons ☑ Armors
    POWERS:
    After you play an Arcane spell for its power, recharge a new Arcane spell that is level #–2 or lower (minimum 0)
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.


    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: Receiving sword from Val, recharging Boots for Flenta. Also Move to Glade on Flenta's turn.

    SOT examine @ Glade: Harrower. Explore Glade, auto-acquire Harrower (d10+4 to get a 5). Discard Harrower to examine next card, then possibly explore. Card: Tangle of Debris barrier. I will encounter it.

    Discarding Thieves' Tools to auto-defeat Tangle of Debris.

    Dis 7 check to recharge Thieves' Tools: 1d10 + 3 ⇒ (9) + 3 = 12 - recharged

    Recharge Staff of Minor Healing to heal Harrower. Display Leather Armor.

    EOT examine of Glade: Bandit Leader!

    Quinn wrote:

    Hand: Boots of Friendly Terrain, Majordomo, Staff of Minor Healing, B of Abadar 2, Embalming Fluid, Nine-Ring Sword,

    Displayed: Leather Armor,
    Deck: 12 Discard: 0 Buried: 0
    Notes: I can bury an item to add 1d8+2 vs. local barrier. Boots add 1d8 to local wild or close checks.

    Skills and Powers:
    SKILLS

    Strength d6 []+1
    Dexterity d6 []+1 []+2
    Con d6 []+1
    Intelligence d10 [X]+1 [X]+2 []+3 []+4
    Disable: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 []+1 []+2 []+3 []+4
    Perception: Wisdom +2
    Charisma d6 []+1 []+2 []+3
    Diplomacy: Charisma +2

    Favored Card: Item
    Hand Size 6 [] 7
    Proficient with: Nothing
    Powers:
    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.

    Hero Points: 4

    Top card of Glade (card 3) is Bandit Leader villain.


    Deck Handler

    ========================
    Having finally extricated themsleves from the thicket, Valeros follows Flenta to the Ruins. "Thanks for the loan of your Wakizashi Flenta. I have been wondering though, why does such an accomplished Sorceress such as yourself carry so many martial weapons? Don't get me wrong, I am quite grateful for this propensity of yours but was curious." While they distract their sorceress friend, they attempt to push the scroll of Knock they accidentally stepped on and tore out of their friends sight. 'No reason to get her riled up. Let's just remove the evidence and she will never know....' Having successfully (they hope) distracted Flenta, Valeros' faithful Master-at-Arms comes up to Valeros with a new longsword. "M'lord, I noticed you were a bit lite on armament so I hurried back to town to get you this." Valeros happily accepts the longsword and continues along.
    ===================================
    OFF-TURN ACTIONS:Val recharges Champion's Do-Maru and follows Flenta to the Ruins on her turn.
    Hourglass Discard: The Fiend
    WHEN THIS IS THE HOUR: When you suffer a scourge on your turn, each local character suffers it.
    Explore: Knock
    Autofail..... Discard Master-at-Arms to explore.
    Explore: Longsword
    Melee 6: 1d10 + 4 ⇒ (8) + 4 = 12
    Woo now i have two weapons again! Display Chain Mail and use staff of minor healing on myself - Standard Bearer healed.
    End of Turn Actions: Recharge Heavy Shield

    Valeros wrote:

    Hand: Longsword, Wakizashi (F), Shieldsplitter Lance, Crowbar (Core), Blessing of the Gods,

    Displayed: Chain Mail (Core),
    Deck: 10 Discard: 3 Buried: 0
    Current Location: Ruins
    Hero Points Available: 3
    Hero Points used: 0
    Reroll Used: No
    NOTES:
    Available Support: Feel free to recharge/reload weapon or armor to add a 1d6 to a local combat check (3 total available).
    Other: I can avenge by discarding. 1 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Surgeon, Earthbreaker (Core), Blessing of Gorum, Standard Bearer (Core), Katana +1, Kikko Armor, Shock Glaive +1
    Recharged: Staff of Minor Healing (Core), Champion's Do-Maru, Heavy Shield,
    Discard Pile: Blessing of Abadar, Mock Armor, Master-at-Arms,
    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
    Proficiencies:
    Armor Weapon
    POWERS:
    On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☑ 1d6).
    At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
    You may avenge by discarding (□ or recharging) a card.


    Radillo's Deck Manager

    The hour of The Rabbit Prince
    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.
    Move to Ravine

    After hearing Quinn's warning, Radillo heads from the glade to the ravine to aid in the attempt at cornering and confronting the bandit leader.

    Free explore of card #1:

    Full Pouch:
    Spell 2
    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

    Powers
    Display. While displayed:
    • When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    • At the end of your turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.


    Alahazra discards Blessing of Abaraxas to add 2 dice
    Arcane 9: 3d10 + 5 ⇒ (2, 6, 3) + 5 = 16 acquired

    Radillo finds a spell scroll next to the ravine in a sealed box. It seems someone has dropped a few of their items in haste. She uses her arcane skill to locate more of them.

    Place Locate Object in recovery.
    Examine bottom card of deck: Augury - add to hand.
    Examine location until a boon is encountered.
    Shadow (Monster 1), Mimic (Monster 2), Bolas (Weapn 0)

    Bolas:
    Weapon 0
    Traits
    Chain
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    5

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


    Fail check to acquire with 0 and banish.

    Radillo searches the area but only finds a chain bolas wrapped around the trunk of a tree. Seems there was a bit of a skirmish here before the person left, possibly down the river.

    Discard Toad to explore random top card (not 1 or 4): 1d9 + 1 ⇒ (7) + 1 = 8:

    Luckstone:
    Item 0
    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    6

    Powers
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.


    Fail check to acquire and banish.
    Place Augury in recovery and name Monster to examine top 3 cards.
    Examine bottom card of deck: Sphere of Fire - add to hand.
    Top card (not 1, 4 or 8): 1d9 + 1 ⇒ (2) + 1 = 3 Mimic (Monster 2)
    Top card (not 1, 3, 4 or 8): 1d9 + 1 ⇒ (4) + 1 = 5 Pixie Gang (Monster 2)
    Top card (not 1, 3, 4, 5 or 8): 1d9 + 1 ⇒ (4) + 1 = 5
    Top card (not 1, 3, 4, 5 or 8): 1d9 + 1 ⇒ (7) + 1 = 8
    Top card (not 1, 3, 4, 5 or 8): 1d9 + 1 ⇒ (7) + 1 = 8
    Top card (not 1, 3, 4, 5 or 8): 1d9 + 1 ⇒ (2) + 1 = 3
    Top card (not 1, 3, 4, 5 or 8): 1d9 + 1 ⇒ (6) + 1 = 7 Henchman Proxy A - Bandit
    Place monsters on bottom of deck with Bandit on top of the pile, then shuffle remaining cards (cards 2, 6, 9 & 10) and place them on top of Bandit.

    Radillo broadens her arcane search for threats around and sees several likely candidates for the scene before her. She decides to proceed with caution and see what else she can gather before confronting a very obvious bandit who has yet to detect her prescence.

    Discard Toad to explore random top card (2, 6, 9 or 10): 1d4 ⇒ 4

    Leather Armor:
    Armor 0
    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
    • When you suffer any damage, you may bury to reduce it to 0.


    Constitution 3: 1d4 ⇒ 1 failed, banish

    Radillo finds more items strewn around, including a tattered set of leather armor.

    Display Full Pouch and examine bottom card of deck: Troubadour - add to hand.
    Discard Troubadour to explore random top card (2, 6 or 9): 1d3 ⇒ 1

    Shadow:
    Monster 1
    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

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


    Display Sphere of Fire, examine bottom card of deck: Apprentice - add to hand.
    Binder's Tome adds 1d4, location increases difficulty by 2
    Combat 13+2=15: 1d10 + 5 + 1d6 + 1d4 ⇒ (2) + 5 + (6) + (4) = 17 defeated, banished
    Discard Apprentice to explore top card (6 or 9): 1d2 ⇒ 2

    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.


    Place Fire Snake in recovery. Examine bottom card of deck: Blessing of Abadar - remains at bottom of deck.
    Craft (Arcane) 6+2=8: 1d10 + 5 ⇒ (7) + 5 = 12 defeated & banished

    A spectre emerges from the trees and attacks Radillo. She projects a fire ball at it and it dissipates to a vapour of ectoplasm. Perhaps the person who lost their gear didn't make it down the river after all.
    As Radillo breaths in the ectoplasm vapour, she begins to choke. She summons a fire snake to burn up the remaining particulates before she, or anyone else, is poisoned.

    Radillo ends her turn.

    Radillo attempts to recover all cards in her Recovery pile.
    Locate Object: Arcane 8: 1d10 + 5 ⇒ (7) + 5 = 12 -> Locate Object recharged.
    Augury: Arcane 8: 1d10 + 5 ⇒ (2) + 5 = 7 -> Augury discarded .
    Fire Snake: Arcane 8: 1d10 + 5 ⇒ (10) + 5 = 15 -> Fire Snake recharged.

    Radillo resets her hand.

    Radillo wrote:

    Hand: Pyrotechnic Blast, Life Drain, Frost Ray, Binder's Tome, Chronicler, Blessing of Sivanah,

    Displayed: Full Pouch (acquired), Sphere of Fire,
    Deck: 4 Discard: 6 Buried: 1
    Current Location: Ravine
    Hero Points: 4
    NOTES:
    Available Support: Blessing available. Binder's Tome adds 1d4 and Mental to all local combat or Charisma checks.
    Movement: Move me to Glade if my location closes.
    Other: Dice Re-Roll Used for 6-1D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Riftwarden
    Recharged: Blessing of Abadar, Locate Object, Fire Snake,
    Discard Pile: Blessing of Pharasma, Toad, Chameleon, Troubadour (acquired), Apprentice, Augury,
    Buried Pile: Spellbook,

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

    Favored Card: Spell or Ally
    Hand Size: 6 ☐ 7
    Proficiencies:
    Mental
    POWERS:
    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.

    Cards remaining at Ravine:
    Unknown Blessing (card 2) on top then
    Bandit (card 7)
    Pixie Gang (card 5)
    Mimic (card 3)

    Scarab Sages

    Deck Handler Oracle

    Turn 8: Desna's Freedom

    The oracle heads toward the river, searching for the remaining bandits. She stumbles upon a waterlogged deck of cards and an old rusty helm, but there is a sealed scroll tube, untouched by the water.

    WHEN THIS IS THE HOUR
    On each check, the first blessing played to bless may be played freely.

    Offturn: Discard Blessing of Abraxis

    Move: River

    Free Explore: Harrow Deck (Wisdom 10)
    Autofail 0

    Discard Chronicler to explore again.

    Explore 2: Remove Disease (Divine 8)
    Divine 8: 1d12 + 4 ⇒ (4) + 4 = 8 -> Added to hand.

    Discard The Cricket to explore again.

    Explore 3: Helm of the Valkyrie (Fortitude 8)
    Flenta discards Blessing of Abadar to add a die.

    Fortitude 8: 1d8 + 1d8 + 2 ⇒ (3) + (1) + 2 = 6 -> Failed

    Play Cure on Alhazra Heal: 1d4 + 1 ⇒ (2) + 1 = 3 -> Recover The cricket, Amulet of Life, Chronicler

    End turn. Reset hand.

    Recover Cure Divine 8: 1d12 + 4 ⇒ (1) + 4 = 5 -> Discard.

    Alahazra wrote:

    Hand: Blessing of the Spellbound 2, Holy Light, Blessing of the Spellbound 1, Remove Disease, Blessing of Abadar, Clockwork Butterfly,
    Displayed:
    Deck: 9 Discard: 4 Buried: 0
    Hero Points: 4 // Alahazra has the following scourges marked:

    Entangled:
    While Marked:
    You cannot evade or move.

    When your location is closed, remove this scourge.


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

    Skills and Powers:
    SKILLS

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

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

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

    During your exploration, when you succeed at a check that invokes the
    Fire (☐ or Attack) trait, you may move after you resolve the encounter.


    During This Adventure: Year of Rotting Ruins - Adventure 2: Urgathoa's Persistent Shadow
    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.
  • On your turn, if you suffer a scourge you didn’t already have a marker for, a random other character that doesn’t have a marker for it also suffers it.

    During This Scenario: 6-2A: Of Swords and Plowshares

  • Harrow Suit: Crowns
  • Danger: Each time you encounter the danger, randomly choose a new Natural story bane.
  • Villain: Bandit Leader
  • Closing Henchmen: Bandit-Proxy A
  • Treat the story banes Bandit and Bandit Leader as if they check to defeat also lists "OR Charisma Diplomacy 9."
  • When the Bandit is defeated with a combat check, mark the Bandit Leader with a bandit marker. The difficulty of checks to defeat the Bandit Leader is increased by its number of bandit markers (maximum equal to the number of characters).
  • When the Bandit is defeated without a combat check, you may bury a boon to summon and encounter a non-Animal ally then remove a bandit marker from the Bandit Leader.
    Bandit Leader (markers: 1):
    Bandit Leader
    Story Bane Monster 0

    Traits
    Human
    Rogue
    Vetrean

    Check
    Combat
    10+##

    Powers
    Before acting, recharge 2 cards. Then each other character summons and encounters the story bane Bandit.
    If undefeated, bury the top and bottom cards of your deck.


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

    Random Monsters:
    Monster 1
    Spoiler:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

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

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

    Monster 2
    Spoiler:
    Infantry Devil
    Monster 2

    Traits
    Outsider
    Devil

    Check
    Combat
    14
    OR
    Arcane
    9

    Powers
    Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
    If undefeated, suffer the scourge Plagued.

    Monster 3
    Spoiler:
    Brain Ooze
    Monster 2

    Traits
    Ooze
    Mental

    Check
    Combat
    12

    Powers
    Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
    If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.

    Monster 4
    Spoiler:
    Shadow
    Monster 1

    Traits
    Undead
    Shadow
    Incorporeal

    Check
    Combat
    13

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

    Monster 5
    Spoiler:
    Quivering Cube
    Monster 2

    Traits
    Ooze
    Obstacle

    Check
    Combat
    12
    OR
    Craft
    9

    Powers
    Immune to Electricity, Mental, and Poison.
    If you are at an Underground location, the difficulty to defeat is increased by 4.
    Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.

    Random Barriers:
    Barrier 1
    Spoiler:
    Acid-spraying Skull
    Barrier 1

    Traits
    Trap
    Acid
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    Perception
    4

    Powers
    If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.

    Barrier 2
    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 3
    Spoiler:
    Symbol Of Agony
    Barrier 2

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

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

    Barrier 4
    Spoiler:
    Invisible Wall
    Barrier 2

    Traits
    Lock
    Magic
    Trigger

    Check
    Arcane
    Divine
    Perception
    9

    Powers
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.

    Barrier 5
    Spoiler:
    Symbol Of Sleep
    Barrier 1

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Shortsword
    Weapon 0

    Traits
    Sword
    Melee
    Piercing
    Finesse

    Check
    Strength
    Stealth
    Melee
    4

    Powers
    For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4.

    Weapon 2
    Spoiler:
    Quarterstaff
    Weapon 0

    Traits
    Staff
    Melee
    Bludgeoning
    2-handed

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6.
    Discard to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 3
    Spoiler:
    Returning Throwing Axe
    Weapon 1

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    10

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.

    Weapon 4
    Spoiler:
    Bolas
    Weapon 0

    Traits
    Chain
    Ranged
    Bludgeoning

    Check
    Dexterity
    Ranged
    5

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

    Weapon 5
    Spoiler:
    Kukri
    Weapon 0

    Traits
    Knife
    Melee
    Slashing
    Finesse

    Check
    Strength
    Acrobatics
    Melee
    4

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.

    Random Spells:
    Spell 1
    Spoiler:
    Elemental Treaty
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    4

    Powers
    Display at your location. While displayed:
    • When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
    • When this location is closed, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spell 2
    Spoiler:
    Aspect Of The Monkey
    Spell 2

    Traits
    Magic
    Divine
    Animal

    Check
    Wisdom
    Divine
    7

    Powers
    Display. While displayed:
    • On your Dexterity and Charisma checks, add 1d6.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.

    Spell 3
    Spoiler:
    Holy Light
    Spell 1

    Traits
    Magic
    Divine
    Attack

    Check
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Spell 4
    Spoiler:
    Phantasmal Minion
    Spell 0

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    4

    Powers
    Banish to give a card to another character and/or let any number of local characters give a card to another character.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.

    Spell 5
    Spoiler:
    Frostbite
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6
    OR
    Wisdom
    Divine
    8

    Powers
    For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
    If the check is against a bane, when you suffer damage from it, reduce it by 1.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Slick Leather
    Armor 1

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Display. While displayed:
    • On your check to move, add 1d10.
    • 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.

    Armor 2
    Spoiler:
    Quilted Cloth Armor
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may recharge to reduce it by 1.
    • When you suffer Ranged Combat damage, you may recharge to reduce it by 3.
    • When you suffer any damage, you may bury to reduce it to 0.

    Armor 3
    Spoiler:
    Magic Full Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Armor 4
    Spoiler:
    Magic Klar
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    9

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat 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:
    Gray Maiden Plate
    Armor 2

    Traits
    Heavy Armor
    Gray Maiden
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Random Items:
    Item 1
    Spoiler:
    Luckstone
    Item 0

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    6

    Powers
    On your check, after the roll, recharge to add 1.
    On your check, bury to reroll.

    Item 2
    Spoiler:
    Blast Stone
    Item 0

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    4

    Powers
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Item 3
    Spoiler:
    Horn Of Blasting
    Item 2

    Traits
    Instrument
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
    If proficient, recharge instead.

    Item 4
    Spoiler:
    Elixir Of Healing
    Item 0

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    4

    Powers
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 6 check to recharge this card.

    Item 5
    Spoiler:
    Holy Water
    Item 0

    Traits
    Liquid
    Magic
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    When a local character encounters an Outsider or Undead bane, banish to let them evade it.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.

    DURING RECOVERY
    If proficient, you may succeed at a Divine 6 check to recharge this card.

    Random Allies:
    Ally 1
    Spoiler:
    Teamster
    Ally 0

    Traits
    Human
    Hireling

    Check
    Strength
    Charisma
    Diplomacy
    5

    Powers
    Recharge to draw a card or recharge a card.
    Discard to explore. This exploration, a local character may avenge by reloading a card.

    Ally 2
    Spoiler:
    Guide
    Ally 0

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    5

    Powers
    On a local check to close or to guard, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to close your location, add 1d6.

    Ally 3
    Spoiler:
    Acolyte
    Ally 0

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    4

    Powers
    On a local Wisdom or Divine check, recharge to add 1d4.
    Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4.

    Ally 4
    Spoiler:
    Craftsman
    Ally 1

    Traits
    Dwarf
    Hireling

    Check
    Charisma
    Diplomacy
    6
    OR
    Craft
    4

    Powers
    On a local check against a weapon or an armor, recharge to add 1d8.
    Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.

    Ally 5
    Spoiler:
    Riding Allosaurus
    Ally 2

    Traits
    Animal
    Mount
    Loot

    Check
    Wisdom
    Charisma
    Survival
    14

    Powers
    Recharge to move. You may not use this power during an encounter.
    On a local combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your first combat check, add 1d6.

    Random Blessings:
    Blessing 1
    Spoiler:
    Zon-kuthon’s Pain
    Blessing 2

    Traits
    Deity: Zon-kuthon
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

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

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

    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:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessing 4
    Spoiler:
    The 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.

    Blessing 5
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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

    Turn: 9 Flenta/Gimry

    Top of Blessing Discard Pile: The Lost - When this is the hour: When you would recharge a Magic boon, discard it instead.

    Top Blessing:
    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 Remaining: 21
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 10 Quinn)
    Spoiler:
    The Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 2 (Turn 11 Valaros)
    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.

    Blessings Deck Card 3 (Turn 12 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 13 Alahazra)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 5 (Turn 14 Flenta)
    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 15 Quinn)
    Spoiler:
    Norgorber’s Shadow
    Blessing 2

    Traits
    Deity: Norgorber
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Stealth
    5+#

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

    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.

    Blessings Deck Card 7 (Turn 16 Valaros)
    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 8 (Turn 17 Radillo)
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Blessings Deck Card 9 (Turn 18 Alahazra)
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

    When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.

    Blessings Deck Card 10 (Turn 19 Flenta)
    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 20 Quinn)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 12 (Turn 21 Valaros)
    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 22 Radillo)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

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

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

    Blessings Deck Card 14 (Turn 23 Alahazra)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 15 (Turn 24 Flenta)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 16 (Turn 25 Quinn)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 17 (Turn 26 Valaros)
    Spoiler:
    The Crows
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Stealth
    4+#

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

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

    Blessings Deck Card 18 (Turn 27 Radillo)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

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

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

    Blessings Deck Card 19 (Turn 28 Alahazra)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 20 (Turn 29 Flenta)
    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 30 Quinn)
    Spoiler:
    The Owl
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Survival
    4+#

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

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

    Glade
    Traits: Sacred, Wild
    At This Location: When you encounter a non–story bane, you may summon and encounter the danger. If you defeat it, banish the encountered bane; otherwise, evade it.
    When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
    When Permanently Closed: You may heal up to 2 cards.
    M:3 Ba:0 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
    Located here: Quinn,

    Glade Card 1 - Bandit Leader:
    Bandit Leader
    Story Bane Monster 0

    Traits
    Human
    Rogue
    Vetrean

    Check
    Combat
    10+##

    Powers
    Before acting, recharge 2 cards. Then each other character summons and encounters the story bane Bandit.
    If undefeated, bury the top and bottom cards of your deck.

    Glade Card 2:
    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.

    Glade Card 3:
    Burglar
    Ally 0

    Traits
    Trigger
    Human
    Rogue

    Check
    Dexterity
    Stealth
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    When examined, encounter this card.
    When you encounter this card, if you do not acquire it, discard a random boon.
    On a local check to defeat a barrier, recharge to add 1d6.
    Discard to examine the top card of your location; if it is a boon, you may explore.

    Glade Card 4:
    Attic Whisperer
    Monster 1

    Traits
    Undead
    Mental

    Check
    Combat
    13

    Powers
    Immune to Mental and Poison.
    All damage is Mental damage that may not be reduced.
    Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
    While acting, distant characters may not play cards.

    Glade Card 5:
    Sonic Blast
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.

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

    Glade Card 6:
    Mercenary
    Monster 1

    Traits
    Human
    Warrior
    Veteran

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

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

    Glade Card 7:
    Flaming Shortbow
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    Fire
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    9

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
    If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Glade Card 8:
    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.

    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:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Radillo,
    Notes: Henchman Proxy A, Mimic, Pixie Gang

    Ravine Card 1:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Ravine Card 2 - Henchman Proxy A:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Ravine Card 3 - Pixie Gang:
    Pixie Gang
    Monster 2

    Traits
    Fey
    Swarm

    Check
    Combat
    13
    OR
    Dexterity
    Acrobatics
    10

    Powers
    On the check to defeat, add the number of other local characters.
    If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.

    Ravine Card 4 - Mimic:
    Mimic
    Monster 2

    Traits
    Aberration
    Trap

    Check
    Combat
    15
    OR
    Wisdom
    Perception
    9

    Powers
    On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
    If undefeated, suffer the scourge Entangled.

    Thicket
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    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:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
    Located here: Valeros, Flenta

    Ruin Card 1:
    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.

    Ruin Card 2:
    Smoke Slayer
    Monster 2

    Traits
    Perception
    Elemental

    Check
    Combat
    13

    Powers
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

    Ruin Card 3:
    Door Spike
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Wisdom
    Disable
    Perception
    8

    Powers
    If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.

    Ruin Card 4:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    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:
    Giant Toad
    Monster 1

    Traits
    Animal
    Poison

    Check
    Combat
    10
    OR
    Acrobatics
    7

    Powers
    All damage is Poison damage.
    If undefeated, suffer the scourges Entangled and Poisoned.

    Ruin Card 7:
    Elixir Of Love
    Item 0

    Traits
    Liquid
    Alchemical
    Mental

    Check
    Intelligence
    Craft
    6

    Powers
    On your Diplomacy check to acquire an ally, banish to add 2d10.
    On your Diplomacy check against a bane, banish to add 1d10.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 8 check to recharge this card.

    Ruin Card 8:
    Armored Coat
    Armor 0

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    3

    Powers
    Display. While displayed:
    • When you discard cards as Combat damage, you may reload 1 of those cards.
    • When you suffer any damage, you may bury to reduce it to 0.

    Forest
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    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:4 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1

    Swamp Card 1:
    Imps And House Drakes
    Barrier 0

    Traits
    Skirmish
    Outsider
    Devil
    Dragon

    Check
    Combat
    10
    OR
    Arcane
    Survival
    6

    Powers
    On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4.
    If undefeated, suffer the scourge Poisoned.

    Swamp Card 2:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

    Powers
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.

    Swamp Card 3:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Swamp Card 4:
    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.

    Swamp Card 5:
    Tayce Soldado
    Ally 2

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    9
    OR
    Bury A Healing Card
    0

    Powers
    If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

    Swamp Card 6:
    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.

    Swamp Card 7:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Swamp Card 8:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Swamp Card 9:
    Faceless Stalker
    Monster 2

    Traits
    Aberration

    Check
    Combat
    12

    Powers
    Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
    Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.

    Swamp Card 10:
    Locate Object
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    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:0 Ar:0 I:1 Al:0 Bl:1 ?:1
    Located here: Alahazra,

    River Card 1:
    Sage’s Journal
    Item 0

    Traits
    Book

    Check
    Intelligence
    Knowledge
    6

    Powers
    On your check against a story bane, reveal to add 1d4.
    On a local check against a bane, bury to add your Knowledge.

    River Card 2:
    Concealed Hatch
    Barrier 1

    Traits
    Lock

    Check
    Strength
    5
    OR
    Disable
    3

    Powers
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.

    River Card 3:
    Dire Crocodile
    Monster 2

    Traits
    Animal
    Aquatic

    Check
    Combat
    15

    Powers
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

    River Card 4:
    Red Mantis Initiate
    Monster 2

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    10+##
    OR
    Wisdom
    5+#

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

    River Card 5:
    Dire Rat
    Monster 0

    Traits
    Animal

    Check
    Combat
    9
    OR
    Survival
    6

    Powers
    After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards.
    If undefeated, suffer the scourge Plagued.

    River Card 6:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

    On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    River Card 7:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    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.


  • Flenta Deck Handler

    Use Staff of Minor Healing on myself after Alahazra uses my Abadar.


    Hourglass Discard: The Lost
    WHEN THIS IS THE HOUR: When you would recharge a Magic boon, discard it instead.

    "Well, you see Valeros when I was younger my father....
    Wait, what was that piece of paper there? Are you sure it wasn't a spell?? ...
    It looked like a spell.....
    "

    As I eye my favorite fighter suspiciously, we both walk headlong into a flow of burning tar.

    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.

    Discard Strength as damage
    Use Alahazra Abadar here

    Acrobatics 8: 3d6 + 2 ⇒ (2, 1, 4) + 2 = 9

    I quickly get Valeros out of the way before the tar flow can cause us anymore damage.

    Use Surgeon on myself

    Flenta wrote:

    Hand: Katana +1, Staff of Minor Healing (Core), Topaz of Strength, Blessing of the Samurai, Conch Shell,

    Displayed: Kikko Armor,
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 3
    "NOTES:
    Available Support: Abadar is available
    Other: Paizo reroll used for scenario 6-2A?: N "

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cat-o'-Nine-Tails, Shock Glaive +1, The Real Rabbit Prince, Fiery Glare (Core), Fiery Glare (Core) 1, Longspear (Core), Wolfhide Armor, Blessing of Abadar, Strength
    Recharged: Surgeon,
    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.


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

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

    Move to Ruin, encounter Smoke Slayer (monster 2) - resistant to Melee. Has a Con/Fort 9 BYA. Auto-fail the check. Bury top card of deck: Raconteur.

    Difficulty increase of slayer?: 1d8 ⇒ 6 - so check to defeat is 19

    Combat 19 (13+6) w/ discarded sword, recharged fluid, Val recharge/reload, recharged B of Samurai, melee penalty: 1d10 + 1d6 + 4 + 1d8 + 1 + 1d6 + 1d10 - 4 ⇒ (8) + (2) + 4 + (5) + 1 + (3) + (3) - 4 = 22 - slayer defeated

    Recharge staff to heal a card: Nine-Ring Sword. EOT examine of Ruin: Door Spike.

    Quinn wrote:

    Hand: Boots of Friendly Terrain, Majordomo, Rapier, Double Chicken Saber +1, Burglar's Buckler, B of Abadar 2

    Displayed: Leather Armor,
    Deck: 10 Discard: 1 Buried: 1
    Notes: I can bury an item to add 1d8+2 vs. local barrier. Boots add 1d8 to local wild or close checks.

    Skills and Powers:
    SKILLS

    Strength d6 []+1
    Dexterity d6 []+1 []+2
    Con d6 []+1
    Intelligence d10 [X]+1 [X]+2 []+3 []+4
    Disable: Intelligence +1
    Knowledge: Intelligence +2
    Wisdom d8 []+1 []+2 []+3 []+4
    Perception: Wisdom +2
    Charisma d6 []+1 []+2 []+3
    Diplomacy: Charisma +2

    Favored Card: Item
    Hand Size 6 [] 7
    Proficient with: Nothing
    Powers:
    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.

    Hero Points: 4

    Top card of Ruin is Door Spike. Support used: Val reload/recharge.


    Deck Handler

    ========================
    Hearing Quinn's warning about some Door Spikes located ahead, Valeros decides to leave them to Quinn and instead go see if they can take care of any bandits or monsters out in the Swamp. The swamp is boggy and overgrown with trees. Valeros slogs diligently on even though their visibility is hampered by swarms of insects.
    Attracted by the feast of insects, Imps and House Drakes start diving the area. While not directly targeting Valeros, they decide to discourage any from harrying them with their lance.
    ===================================
    OFF-TURN ACTIONS:Val takes one fire damage on Flenta's turn. Longsword is discarded. Reload Wakizashi on Quinn's turn.
    Hourglass Discard: Gozreh’s Growth
    WHEN THIS IS THE HOUR: On your check against an Animal or Elemental card, add 1d4.
    Move: Move to Swamp
    Explore: Imps and House Drakes
    This is Val's kind of barrier! Revealing Shieldsplitter Lance
    Combat 10: 1d10 + 4 + 1d8 + 1 ⇒ (9) + 4 + (7) + 1 = 21
    End of Turn Actions: Recharge Longsword

    Valeros wrote:

    Hand: Wakizashi (F), Standard Bearer (Core), Shieldsplitter Lance, Crowbar (Core), Blessing of the Gods,

    Displayed: Chain Mail (Core),
    Deck: 10 Discard: 3 Buried: 0
    Current Location: Swamp
    Hero Points Available: 3
    Hero Points used: 0
    Reroll Used: No
    NOTES:
    Available Support: Feel free to recharge/reload weapon or armor to add a 1d6 to a local combat check (2 total available).
    Other: I can avenge by discarding. 1 blessing(s) available.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Katana +1, Blessing of Gorum, Surgeon, Earthbreaker (Core), Kikko Armor, Shock Glaive +1
    Recharged: Staff of Minor Healing (Core), Champion's Do-Maru, Heavy Shield, Longsword,
    Discard Pile: Blessing of Abadar, Mock Armor, Master-at-Arms,
    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
    Proficiencies:
    Armor Weapon
    POWERS:
    On a local combat (□ or your Diplomacy) check, you may reload or recharge a weapon or an armor to add 1d4 (☑ 1d6).
    At the end of your turn, you may recharge a weapon or an armor from your hand or discards.
    You may avenge by discarding (□ or recharging) a card.

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