| Arabundi |
Turn Order: Shnik/Vika, Mauve Avenger/Arabundi, Zalarian/Quinn, TColMaster/Seoni, Bigguyinblack/Hakon
Out of Turn Updates: Discard Blessing of the Gods on Quinn's turn. Acquire Deflect on Quinn's turn.
Turn: Turn 9 - 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.
Hour Power: On your Stealth check or your check that invokes the Poison trait, add 1d4
SOT: N/a
Move: Stay at Crypt
Explore: Charm Person
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
Intelligence 6: 1d6 ⇒ 6
Acquired! Will banish to draw a new ally that lists Diplomacy. Draw Magistrate
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
Knowledge
9
Powers
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Discard Magistrate to explore again.
Explore 2: Troll
Monster 2
Traits
Troll
Veteran
Check
Combat
8+##
THEN
Combat
10+##
Powers
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Reveal Bestial Rags to reduce Combat damage by 2. Quinn must suffer 1 Combat damage. Will see if Quinn can take one of these checks.
Pause
| Quinn 12789 |
A troll found Aribundi and I.
Will recharge armor to reduce damage to 0
For the first check, will use Acid flask to use dex+2d6 and reload spider for 1d4
Dexterity Acid Check DC 8+2+2=12: 1d6 + 2d6 + 1d4 ⇒ (3) + (2, 5) + (1) = 11 Not Quite
Dexterity Acid Check DC 8+2+2=12 PAIZO REROLL: 3 + 2 + 5 + 1d4 ⇒ 3 + 2 + 5 + (2) = 12 Success
| Arabundi |
Will continue with the Troll fight. For second combat, reveal Demonbane Lightcrossbow +1 to do Ranged+1d8+1. Discard The Rabbit Prince to bless check, then reroll highest value die. Will ask Seoni to discard Light Crossbow to add 1d8 to check.
Combat 10+2+2=14: 2d8 + 4 + 1d8 + 1 + 1d8 ⇒ (2, 2) + 4 + (4) + 1 + (4) = 17 Must reroll highest value die
Combat 14 w/ The Rabbit Prince reroll: 2 + 2 + 4 + 4 + 1 + 1d8 ⇒ 2 + 2 + 4 + 4 + 1 + (8) = 21
Okay, Troll is defeated.
End Turn: Reset hand
[u]Summary[/u]
Move: Crypt
Acquired: Crypt Card 1: Charm Person; Random Ally 1: Magistrate
Banished: Crypt Card 2: Troll
Examined: N/a
Random Card(s) Used: Random Ally 1: Magistrate
Displayed: N/a
Other Player(s) Resources Used: Seoni's Light Crossbow
Actions needed by other Player(s): Seoni discards Light Crossbow
Hand: Demonbane Lightcrossbow +1, Cure, Deflect, Bestial Rags, Blessing of the Green Faith, The Foreign Trader,
Displayed:
Deck: 9 Discard: 5 Buried: 0
Current Location: Crypt
Hero Points: 1
Reroll Used: USED
NOTES:
Available Support: Blessings are available for use.
Recharge a card: +1d4 to distant combat check
Cure
Other: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Stone Weasel, Returning Throwing Axe +1, Aspect of the Frog, Light Crossbow, Blessing of the Gods 1, Fox, Masterwork Tools, Archer's Bracers, Blessing of Milani (UW)
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +3
Constitution d10 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Divine: Wisdom +1
Charisma d4 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armors | Weapons
POWERS:
You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☑ 2).
Add 2 (☐ 4) to your check to acquire a spell that has the Divine trait.
You may recharge a card to add 1d4 to a combat check by a character at another location.
| BR Mork |
During This Adventure: Adventure 2-Path of the Dragon
Story Banes | Scourges | Loot
During This Scenario: 2A: Lady Tula's Lament
STORY BANES:
SETUP:
DURING THIS SCENARIO:
*]You cannot move from a Sacred location until it is closed.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 0
Traits
Goblin
Check
Combat
9
Powers
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Monster 1
Traits
Ooze
Acid
Check
Combat
9
Powers
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
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 2
Traits
Undead
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Monster 1
Traits
Outsider
Demon
Check
Combat
8
OR
Arcane
Knowledge
6
Powers
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
Knowledge
7
Powers
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Barrier 2
Traits
Task
Check
Intelligence
Craft
6
OR
Wisdom
8
Powers
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Barrier 2
Traits
Cache
Lock
Check
Dexterity
Disable
9
OR
Wisdom
Perception
11
Powers
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
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.
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.
Weapon 2
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
Stealth
12
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Weapon 1
Traits
Staff
Melee
Bludgeoning
2-handed
Magic
Check
Strength
Melee
8
OR
Acrobatics
6
Powers
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
DURING RECOVERY
If proficient, you may bury this card.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
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 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 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.
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
9
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
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card 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 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 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 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.
Item 1
Traits
Clothing
Magic
Check
Dexterity
Acrobatics
5
Powers
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
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 1
Traits
Object
Magic
Divine
Check
Wisdom
Divine
10
Powers
Bury to draw the hour. You may not play this during an encounter.
Item 0
Traits
Instrument
Check
Constitution
Charisma
4
Powers
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
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.
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.
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 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.
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 2
Traits
Human
Fighter
Check
Strength
Melee
10
THEN
Charisma
Diplomacy
9
Powers
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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.
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.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessing 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.
Turn: 10 Zalarian/Quinn
Top of Blessing Discard Pile: The Trumpet - When this is the hour: Ignore cards’ before acting powers.
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 Remaining: 20
Blessings Deck
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 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish
A
Boon
5+#
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessing 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 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
Your Survival check is blessed.
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
Your non-combat check against a bane is blessed.
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 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 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Lair
Traits: Underground, Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Hakon, Vika
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.
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.
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.
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
Monster 1
Traits
Undead
Ghost
Incorporeal
Mental
Veteran
Check
Combat
11+##
OR
Divine
6+#
Powers
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
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.
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:3 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: Seoni,
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.
Barrier 2
Traits
Curse
Trap
Magic
Check
Intelligence
Craft
7
OR
Wisdom
Perception
8
Powers
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
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 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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Ally 1
Traits
Human
Rogue
Trigger
Check
Charisma
Diplomacy
Stealth
7
OR
Banish A Boon
0
Powers
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
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.
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.
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.
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.
Shrine
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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:3 W:1 Sp:0 Ar:1 I:0 Al:2 Bl:1 ?:1
Ally 1
Traits
Outsider
Devil
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
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.
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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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.
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.
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.
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
Survival
6
Powers
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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.
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.
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.
Crypt
Traits: Sacred, Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Aranundi, Quinn,
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 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.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
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.
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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Twisting Passages
Traits: Underground, Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M:3 Ba:3 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Monster 2
Traits
Outsider
Check
Combat
13
Powers
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
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.
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.
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.
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.
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.
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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Weapon 2
Traits
Bow
Ranged
Piercing
2-handed
Cold
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
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.
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.
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
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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
| Quinn 12789 |
Out of Turn Updates: The Peacock was recharged for Hakon
Turn Order: Quinn/Zalarian, Seoni/TColMaster, Hakon/Bigguyinblack, Vika/Shnik, Arabundi/Mauve Avengr
if random character, using Self as #1
Turn : Hour - Rules: 10 : The Trumpet - When this is the hour: Ignore cards’ before acting powers.
SOT: Quinn begins his turn examining the top card of his location: Crypt Card 1: Symbol Of Agony
Give Card: None
Move: Stuck at the crypt
Location Powers: The difficulty of checks against Undead banes is increased by 3.
Explore: Crypt Card 1: 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.
Will have Aribundi recharge blessing of the Green faith
Intelligence Check DC 9: 1d10 + 1 + 1d10 ⇒ (2) + 1 + (3) = 6 Not Quite
Intelligence Check DC 9 Hero Point: 1d10 + 1 + 1d10 ⇒ (9) + 1 + (3) = 13 Success
Will discard Gang enforcer to explorer adding d4 for combat
Explore: Crypt Card 2: Spiked Volley
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.
Will bury spider venom to add perception
Disable Check DC 9: 1d10 + 2 + 1d8 + 2 ⇒ (5) + 2 + (6) + 2 = 15 Success
Forgot about searching for boon earlier..doing now:
Crypt Card 3: Sneak
Crypt Card 4: The Betrayal Draw into hand
Now that the traps are dealt with, that leaves the denizens of the crypt...
Just as Quinn thought of this, both the men heard a low chanting deeper into the crypt
Quinn Ends his turn examining the top card of his location:
Random Crypt Card 3,5,6: 1d3 ⇒ 2 Crypt Card 5: Accursed Priest
Characters start at the Shrine.
DURING THIS SCENARIO:
When you defeat a barrier or a henchman from a location, you may examine that location, ignoring effects that happen when you examine cards, until you find a boon and draw it. Then shuffle the location. If you examine a location and do not find a boon, summon and encounter the story bane Wight; if you defeat it, you may attempt to close the location.
Quinn attempts to recover all cards in their Recovery pile.
Quinn resets their hand.
"
Hand: Snakebite Dagger, Gem of Mental Acuity, Spider, Leech, The Publican, The Carnival, The Betrayal,
Displayed:
Deck: 3 Discard: 4 Buried: 3
Hero Points: 2
1st choice: Ally 1
Reroll last used: DD-2A
NOTES:
Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
Would rather avenge against a barrier than bury thieve's tools if possible
Movement: Crypt, Repository, Cell, Twisting Passages, Lair, Oubliette
Middle of Deck (Unknown Order): 0
Recharged: Keen Rapier, Slick Leather, The Peacock,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Intelligence+1
Knowledge: Intelligence+1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+2
Favored Card: Item
Hand Size: 6 ☑ 7
Proficiencies:
None
POWERS:
When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level (FAQ Entry)
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☑ or start) of your turn, you may
examine the top card of your location.
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
(from 12789-1012)
When any of your characters starts a scenario using the Curse of the Crimson Throne set, you may replace 1 card from your deck with one of the following cards from the vault...
-The weapon Scimitar (Core),
-The spell Infernal Healing,
-The armor Armored Coat,
-The item Antiplague,
-The ally Korvosan Guard,
-The blessing Sands of the Hour
"
[u]Summary[/u]
Current Location: Crypt
Acquired: None
Banished: Crypt Barrier 1 and Crypt Barrier 2
Examined: Crypt Card 3: Sneak
Crypt Card 5: Accursed Priest
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): Top card of Crypt is Crypt Card 5: Accursed Priest, next 2 cards (3 and 6) are random
| TColMaster Seoni |
Out of Turn Updates: Discard Light X Bow
Turn - Hour: The Desert
Hour Rules: When you move during your move step, bury a card.
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: Damage you suffer is increased by 1.
Explore: Ill Tidings
Encounter Benefaction
Diplomacy 5: 1d12 + 3 ⇒ (1) + 3 = 4
-User her hero point to Reroll
Diplomacy 5: 1d12 + 3 ⇒ (9) + 3 = 12
Seoni ends her turn.
Seoni attempts to recover all cards in her Recovery pile.
Seoni resets her hand.
[u]Summary[/u]
Acquired: Benefaction
Banished: Ill Tidings
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Hand: Lightning Bolt, Benefaction, Detect Magic, Cape of Escape, Life Drain, The Crows,
Displayed:
Deck: 12 Discard: 3 Buried: 2
"Hero Points: 1
XP: 4"
"NOTES:
Available Support: Blessings and Spells are available for use.
Movement: Move me to any non-occupied location if my location closes. If none available, move where needed.
Other: Hi I'm Seoni! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Elixir of Healing, Good Omen, Troubadour, The Courtesan, Immolate, The Snakebite, Knock, Wand of Force Missile
Recharged: Irori's Mastery, Riding Allosarus, Wand of Acid Burst, Zon-kuthon’s Pain,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowlege:Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may discard a card (☐ or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
On your check to recharge an Arcane spell ([x] or an Arcane item), you automatically succeed. (☐ You may instead shuffle it into your deck.)
| Hakon the Smasher |
Benefaction: No effect.
Start of turn discard Vampiric Touch to draw Cure.
cure targeting self: 1d4 + 1 ⇒ (1) + 1 = 2
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.
Diplomacy 8 discarding The Carnival: 2d8 + 1 ⇒ (2, 3) + 1 = 6
Flip the 2 to a 7. 10 succeeds. Discard Cat (Core) to explore.
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.
constitution 3: 1d8 ⇒ 6
Hand: Giantbane Greataxe, Divine Insight, Quilted Cloth Armor, Chain Mail (Core), Soothing Word,
Displayed: Magic Leather Armor, Mithral Chain Shirt,
Deck: 8 Discard: 6 Buried: 0
"Current Location: Lair
Hero Points: 0"
"NOTES:
Available Support: Folio reroll:
Blessings are available for use.Divine Insight: On any check to defeat a barrier, banish to add 2d6.
Movement: Move me to Dungeons if my location closes.
Other: Hi I'm Hakon! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Crowbar (Core), Soldier (Core), Pharasma's Knowing, Cold Iron Greatsword (Core), Bodyguard, Gorum's Iron, Spiked Breastplate (Core), Commune (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
"Melee Strength +2"
"Knowledge Charisma +1"
"Diplomacy Charisma +1"
Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ ☐ ☐ ☐
Proficiencies:
Arcane | Divine | Instrument | Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check (☐ or a local check against a monster), you may bury a card from your hand (☐ or discards) to add your Diplomacy.
Lair card 1 banished. Card 2 acquired.
| BR Mork |
During This Adventure: Adventure 2-Path of the Dragon
Story Banes | Scourges | Loot
During This Scenario: 2A: Lady Tula's Lament
STORY BANES:
SETUP:
DURING THIS SCENARIO:
*]You cannot move from a Sacred location until it is closed.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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.
Monster 1
Traits
Ooze
Acid
Check
Combat
9
Powers
Immune to Cold, Fire, Mental, and Poison.
After acting, each local character either recharges an armor or suffers 1 Acid damage.
Monster 1
Traits
Animal
Check
Combat
10
THEN
Combat
11
Powers
When you would reveal a Melee weapon on the check to defeat, recharge it instead.
If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.
Monster 0
Traits
Undead
Zombie
Veteran
Check
Combat
9+##
Powers
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Monster 2
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, suffer the scourge Drained.
Barrier 0
Traits
Task
Check
Charisma
Diplomacy
5
OR
Survival
7
Powers
If undefeated, suffer the scourge Dazed and end your turn.
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 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.
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 2
Traits
Obstacle
Check
Wisdom
Survival
9
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
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.
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 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.
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.
Weapon 1
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
7
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
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.
Spell 1
Traits
Magic
Arcane
Attack
Cold
Check
Intelligence
Arcane
7
Powers
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Divine
Attack
Cold
Undead
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
For your combat check, banish to use Arcane or Divine + 2d8. 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.
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.
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
7
Powers
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
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 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.
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 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 1
Traits
Heavy Armor
Check
Constitution
Fortitude
9
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.
Item 1
Traits
Object
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Item 0
Traits
Object
Check
Wisdom
Survival
4
Powers
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
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.
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.
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.
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.
Ally 2
Traits
Ooze
Alchemical
Acid
Check
Intelligence
Craft
9
OR
Wisdom
Survival
11
Powers
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
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 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.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
You may not use powers to reroll dice.
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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.
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.
Turn: 13 Vika/Shnik
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.
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: 17
Blessings Deck
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessing 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 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
Your Survival check is blessed.
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
Your non-combat check against a bane is blessed.
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 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 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Lair
Traits: Underground, Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Hakon, Vika
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.
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
Monster 1
Traits
Undead
Ghost
Incorporeal
Mental
Veteran
Check
Combat
11+##
OR
Divine
6+#
Powers
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
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.
Oubliette
Traits: Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M:3 Ba:2 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: Seoni,
Barrier 2
Traits
Curse
Trap
Magic
Check
Intelligence
Craft
7
OR
Wisdom
Perception
8
Powers
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
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 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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Ally 1
Traits
Human
Rogue
Trigger
Check
Charisma
Diplomacy
Stealth
7
OR
Banish A Boon
0
Powers
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
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.
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.
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.
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.
Shrine
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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:3 W:1 Sp:0 Ar:1 I:0 Al:2 Bl:1 ?:1
Ally 1
Traits
Outsider
Devil
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
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.
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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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.
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.
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.
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
Survival
6
Powers
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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.
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.
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.
Crypt
Traits: Sacred, Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Aranundi, Quinn,
Notes: Accursed Priest, Sneak
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 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Twisting Passages
Traits: Underground, Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M:3 Ba:3 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Monster 2
Traits
Outsider
Check
Combat
13
Powers
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
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.
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.
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.
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.
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.
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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Weapon 2
Traits
Bow
Ranged
Piercing
2-handed
Cold
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
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.
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.
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
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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
| Vika - Shnik |
Turn 13, The Theater
Hour: At the start of your turn, examine the top card of your location; you may encounter it.
Seoni's Ill Tidings encounter offset the Hourglass by 1
SoT, examine Lair #1 => Cave Lizard
Encounter Cave Lizard
Reveal Shock Glaive +1
Combat 13: 2d10 + 1d6 + 4 ⇒ (3, 9) + (6) + 4 = 22 => defeated
Explore Lair #2 => Wraith (Villain)
Seoni and Arabundi and/or Quinn can guard
Reveal Shock Glaive +1, discard Blessing of Shax
Combat 19: 4d10 + 4 ⇒ (7, 2, 7, 4) + 4 = 24 => defeated
Lair closed!
Villain escapes somewhere
Move to Cell; Hakon moves somewhere (post lists Dungeons which isn't in this scenario)
End turn
Lair closed, Villain defeated but escapes
Hand: Gem of Physical Prowess_C, Standard Bearer_C, Lucerne Hammer, Kikko Armor, Shock Glaive +1,
Displayed: Chain Mail_C,
Deck: 10 Discard: 2 Buried: 0
Hero Points: 0
"NOTES:
Available Support: Blessings as needed, Bludgeoning for combat checks
Movement: If closed: Oubliette > Cell
Other: "
[spoiler=Skills and Powers]SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4-Craft: Strength +1
-Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
-Disable: Dexterity +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
-Fortitude: Constitution +1
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Light Armors, Heavy Armors, Weapons
Powers:
Recharge a card that has the Bludgeoning trait to add 1d6 (□+1) (□+2) to a combat check by another character at your location.
When you would discard a weapon (□ or armor) for its power, you may recharge it instead.
| Arabundi |
Turn Order: Shnik/Vika, Mauve Avenger/Arabundi, Zalarian/Quinn, TColMaster/Seoni, Bigguyinblack/Hakon
Out of Turn Updates:Recharge Blessing of the Green Faith for Quinn
Turn: Turn 14 - The Theater
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Hour Power: At the start of your turn, examine the top card of your location; you may encounter it.
SOT: Due to Hour Power, examine top card of location, may encounter. Examine Accursed Priest. Will encounter.
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.
Will attempt Divine check. Discard The Foreign Trader to bless and add Intelligence die.
Divine 8+1+1+3=13: 2d8 + 1 + 1d6 ⇒ (3, 7) + 1 + (4) = 15
Defeated. No blessings in hand. Quinn must bury a blessing. Will banish Cure to recovery to heal Quinn.
Cure Quinn: 1d4 + 1 ⇒ (2) + 1 = 3
Quinn heals for 3.
Move: Stay at Crypt
Explore: 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.
Wisdom BYA 7+1=8: 1d8 ⇒ 5
Discard Deflect. Will reveal Demonbane Lightcrossbow +1 to do Ranged+1d8+1
Combat 9+1+1=11: 1d8 + 4 + 1d8 + 1 ⇒ (5) + 4 + (1) + 1 = 11
Defeated!
End Turn: Reset Hand
Recovery:
-Cure: Divine 8: 1d8 + 1 ⇒ (4) + 1 = 5
[u]Summary[/u]
Move: Crypt
Acquired: N/a
Banished: Crypt Cards 1&2: Accursed Priest, Sneak
Examined: N/a
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): Quinn must bury a blessing
Hand: Demonbane Lightcrossbow +1, Returning Throwing Axe +1, Light Crossbow, Bestial Rags, Blessing of Milani (UW), Blessing of the Gods 1,
Displayed:
Deck: 6 Discard: 8 Buried: 0
Current Location: Crypt
Hero Points: 1
Reroll Used: USED
NOTES:
Available Support: Blessings are available for use.
Recharge a card: +1d4 to distant combat check
Cure
Other: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Masterwork Tools, Fox, Stone Weasel, Archer's Bracers, Aspect of the Frog
Recharged: Blessing of the Green Faith,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +3
Constitution d10 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Divine: Wisdom +1
Charisma d4 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armors | Weapons
POWERS:
You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☑ 2).
Add 2 (☐ 4) to your check to acquire a spell that has the Divine trait.
You may recharge a card to add 1d4 to a combat check by a character at another location.
| Quinn 12789 |
Out of Turn Updates: The Carnival discarded during villain encounter for Seoni's Guard; The Betrayal buried against the Accursed Priest; healed for 3
Turn Order: Quinn/Zalarian, Seoni/TColMaster, Hakon/Bigguyinblack, Vika/Shnik, Arabundi/Mauve Avengr
if random character, using Self as #1
Turn : Hour - Rules: 15 : Blessings Deck Card 2 (Turn 15 Zalarian) The Teamster - After your first exploration of your turn, you may discard a card to explore.
SOT: Quinn begins his turn examining the top card of his location: Crypt Card 3: Zombie Minions
Give Card: None
Move: Stuck at Crypt
Location Powers: The difficulty of checks against Undead banes is increased by 3.
Will recharge leech to try and heal Aribundi
Random Roll: 1d4 - 1 ⇒ (1) - 1 = 0 None
Explore: Crypt Card 3: Zombie Minions
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Will reveal Snakebite dagger
freely recharge dagger to add d4 to local combat check
If Animal or Human bane, may add 1d8 and poison
Recharge Gem of Mental Clarity to use Knowledge+1
Stealth INT KNOW Combat Check DC 9+3=12: 1d10 + 2 + 1d4 + 1 + 1 + 1d4 ⇒ (5) + 2 + (3) + 1 + 1 + (2) = 14
Strength Combat Check DC XX: 0d6 + 0d4 + 1 ⇒ (-) + (-) + 1 = 1
First Check is done; will bot Aribundi for 2nd revealing and recharging Returning Throwing Axe +1 and Quinn will discard The Publican to bless
Aribundi Ranged Combat Check DC 11+2+3=16: 1d8 + 4 + 1d8 + 1 + 1d6 + 1d8 ⇒ (1) + 4 + (6) + 1 + (3) + (1) = 16 Success
Will attempt to close using Aribundi's Blessing of Milani
Wisdom Check DC 5+2=7: 1d8 + 2d8 ⇒ (5) + (6, 5) = 16 Success
Will examine the top card of the hourglass and since it is a blessing, will draw it. (Blessings Deck Card 3 (Turn 16 TColMaster)
The Waxworks)
Quinn Ends his turn examining the top card of his location: Blessing or Villain; since there is a blessing therewill go defer examine on next BR
Characters start at the Shrine.
DURING THIS SCENARIO:
When you defeat a barrier or a henchman from a location, you may examine that location, ignoring effects that happen when you examine cards, until you find a boon and draw it. Then shuffle the location. If you examine a location and do not find a boon, summon and encounter the story bane Wight; if you defeat it, you may attempt to close the location.
Quinn attempts to recover all cards in their Recovery pile.
Quinn resets their hand.
[u]Summary[/u]
Current Location: Cell
Acquired: The Waxworks
Banished: Crypt 1:Zombie Minions
Examined: Top Card at Cell (TBD)
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: Aribundi's Axe is recharged and Blessing of Milani is Explored
Actions needed by other Player(s): If desired await BR to know top card of the Cell; Aribundi needs to pick a location to move to
| BR Mork |
During This Adventure: Adventure 2-Path of the Dragon
Story Banes | Scourges | Loot
During This Scenario: 2A: Lady Tula's Lament
STORY BANES:
SETUP:
DURING THIS SCENARIO:
*]You cannot move from a Sacred location until it is closed.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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
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.
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 0
Traits
Animal
Swarm
Check
Combat
9
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
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.
Barrier 1
Traits
Obstacle
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
Survival
8+#
Powers
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Barrier 2
Traits
Obstacle
Check
Wisdom
Survival
9
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
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.
Barrier 2
Traits
Trigger
Lock
Skirmish
Check
Wisdom
Disable
Stealth
9
Powers
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Barrier 2
Traits
Obstacle
Weather
Check
None
0
Powers
Display this barrier at your location.
While displayed:
• When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Weapon 2
Traits
Spear
Melee
Piercing
Cold
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
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 0
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
5
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
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 0
Traits
Sword
Melee
Slashing
Finesse
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
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 0
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
4
Powers
For your combat check, banish to use Arcane + 2d4.
On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
On any combat check, freely banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Spell 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 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.
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 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.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your Diplomacy or Stealth check, you may draw this card to add 1d4.
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 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
• When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Item 0
Traits
Object
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
On your check to recharge a spell, recharge to add 1d8.
Bury to reload a spell from your discards.
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 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 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Item 2
Traits
Accessory
Magic
Disease
Check
Intelligence
Craft
11
Powers
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Ally 2
Traits
Lycanthrope
Hireling
Check
Wisdom
Survival
8
OR
Charisma
Diplomacy
10
Powers
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
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.
Ally 0
Traits
Human
Magus
Harrow
Check
Intelligence
Knowledge
5
OR
Charisma
Diplomacy
7
Powers
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
Ally 1
Traits
Trigger
Human
Aristocrat
Check
Charisma
Diplomacy
8
OR
Knowledge
5
Powers
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
Ally 2
Traits
Human
Swashbuckler
Check
Charisma
Diplomacy
Melee
9
Powers
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: 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.
Turn: 16 TColMaster/Seoni
Top of Blessing Discard Pile: The Owl - When this is the hour: Your Survival check is blessed.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
Your Survival check is blessed.
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Blessings Remaining: 12
Blessings Deck
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
Your non-combat check against a bane is blessed.
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 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 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Lair
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Hakon,
Oubliette
Traits: Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M:3 Ba:2 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: Seoni,
Barrier 2
Traits
Curse
Trap
Magic
Check
Intelligence
Craft
7
OR
Wisdom
Perception
8
Powers
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
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 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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Ally 1
Traits
Human
Rogue
Trigger
Check
Charisma
Diplomacy
Stealth
7
OR
Banish A Boon
0
Powers
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
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.
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.
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.
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.
Shrine
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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:3 W:1 Sp:0 Ar:1 I:0 Al:2 Bl:1 ?:2
Located here: Vika, Quinn,
Notes: possible villain
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.
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
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.
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.
Ally 1
Traits
Outsider
Devil
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
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.
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.
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
Survival
6
Powers
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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.
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.
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.
Crypt
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Aranundi,
Notes:
Twisting Passages
Traits: Underground, Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M:3 Ba:3 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:2
Notes: possible villain
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.
Weapon 2
Traits
Bow
Ranged
Piercing
2-handed
Cold
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
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.
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.
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.
Monster 2
Traits
Outsider
Check
Combat
13
Powers
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
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.
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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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.
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.
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.
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.
Repository
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
| Quinn 12789 |
Slight adjustment...I drew Sands of the Hour. Seoni's hour is The Owl.
"
Hand: Spider, Sands of the Hour, Keen Rapier, Fox, Gang Enforcer, The Marriage, The Peacock,
Displayed:
Deck: 4 Discard: 3 Buried: 4
Hero Points: 2
1st choice: Ally 1
Reroll last used: DD-2A
NOTES:
Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
Would rather avenge against a barrier than bury thieve's tools if possible
Movement: Crypt, Repository, Cell, Twisting Passages, Lair, Oubliette
Middle of Deck (Unknown Order): Slick Leather
Recharged: Leech, Snakebite Dagger, Gem of Mental Acuity,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Intelligence+1
Knowledge: Intelligence+1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+2
Favored Card: Item
Hand Size: 6 ☑ 7
Proficiencies:
None
POWERS:
When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level (FAQ Entry)
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☑ or start) of your turn, you may
examine the top card of your location.
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
(from 12789-1012)
When any of your characters starts a scenario using the Curse of the Crimson Throne set, you may replace 1 card from your deck with one of the following cards from the vault...
-The weapon Scimitar (Core),
-The spell Infernal Healing,
-The armor Armored Coat,
-The item Antiplague,
-The ally Korvosan Guard,
-The blessing Sands of the Hour
"
| Arabundi |
Discard Bestial Rags on turn to explore. Will recharge Returning Throwing Axe +1 and discard Blessing of Milani for Quinn.
Hand: Demonbane Lightcrossbow +1, Light Crossbow, Blessing of the Gods 1,
Displayed:
Deck: 7 Discard: 10 Buried: 0
Current Location: Twisting Passageways
Hero Points: 1
Reroll Used: USED
NOTES:
Available Support: Blessings are available for use.
Recharge a card: +1d4 to distant combat check
Cure
Other: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Masterwork Tools, Aspect of the Frog, Archer's Bracers, Fox, Stone Weasel
Recharged: Blessing of the Green Faith, Returning Throwing Axe +1,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +3
Constitution d10 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Divine: Wisdom +1
Charisma d4 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armors | Weapons
POWERS:
You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☑ 2).
Add 2 (☐ 4) to your check to acquire a spell that has the Divine trait.
You may recharge a card to add 1d4 to a combat check by a character at another location.
| TColMaster Seoni |
Out of Turn Updates: None
Turn - Hour: The Owl
Hour Rules: Your Survival check is blessed.
SOT: None
Give Card: None
Move: To Cell
Location Powers: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check.
Explore: Symbol of Sleep
Arcane 8: 1d12 + 3 ⇒ (7) + 3 = 10
Banished
-Draw for boon, acquire Light Shield.
-Discard Benefaction to Explore
RNG: 1d10 ⇒ 5
Discard Crows to Bless 2x
Torag's Power STR 6: 3d4 ⇒ (3, 4, 1) = 8
Acquired
Seoni ends her turn.
Seoni attempts to recover all cards in her Recovery pile.
Seoni resets her hand.
[u]Summary[/u]
Acquired: Torag's Power
Banished: Symbol of Sleep
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Hand: Lightning Bolt, Torag's Power, Detect Magic, Cape of Escape, Light Shield, Life Drain,
Displayed:
Deck: 12 Discard: 5 Buried: 2
"Hero Points: 0
XP: 4"
"NOTES:
Available Support: Blessings and Spells are available for use.
Movement: Move me to any non-occupied location if my location closes. If none available, move where needed.
Other: Hi I'm Seoni! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Troubadour, Knock, Elixir of Healing, Immolate, The Courtesan, The Snakebite, Wand of Force Missile, Good Omen
Recharged: Irori's Mastery, Riding Allosarus, Wand of Acid Burst, Zon-kuthon’s Pain,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowlege:Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may discard a card (☐ or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
On your check to recharge an Arcane spell ([x] or an Arcane item), you automatically succeed. (☐ You may instead shuffle it into your deck.)
| Hakon the Smasher |
As mentioned in chat, Hakon moved to Oubliette on Lair close.
Shelyn’s Song: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
At start of turn discard Soothing Word to draw Cure from my discards.
Move to Twisting Passages.
cure Arabundi: 1d4 + 1 ⇒ (2) + 1 = 3
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.
combat 10 +2 +2 revealing Giantbane Greataxe, bury Quilted Cloth Armor to add my diplomacy: 1d10 + 1d12 + 1d8 + 5 ⇒ (10) + (1) + (3) + 5 = 19
Discard Chain Mail (Core) to explore.
Weapon 2
Traits
Bow
Ranged
Piercing
2-handed
Cold
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
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.
Arabundi recharges BotG copying the hour. Seoni recharges Torag's Power.
dexterity 13 Freely blessed by BotG copy of Shelyn’s Song, blessed by Torag's Power: 3d6 ⇒ (6, 6, 1) = 13
Discard Frost Longbow to explore.
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.
diplomacy 6 casting Divine Insight: 1d8 + 2d6 + 1 ⇒ (6) + (6, 3) + 1 = 16
Draw random ally #1 Eries Yelloweyes. Examine location in search of a boon. Card 4 Ghastly Runes, Card 5 Barghest, card 6 Pharasma’s Knowing. Draw Pharasma’s Knowing. Discard Pharasma’s Knowing to draw 2 cards: Cold Iron Greatsword (Core) and Spiked Breastplate (Core), Recharge them both then explore.
random card ignoring 6: 1d9 + 3 ⇒ (2) + 3 = 5
Monster 2
Traits
Outsider
Check
Combat
13
Powers
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
combat 13 revealing Giantbane Greataxe: 1d10 + 1d12 + 4 ⇒ (10) + (11) + 4 = 25
if defeated effect: 1d4 ⇒ 3
Hand: Giantbane Greataxe, Eries Yelloweyes, Crowbar (Core), Gorum's Iron, Bodyguard,
Displayed: Magic Leather Armor, Mithral Chain Shirt,
Deck: 5 Discard: 11 Buried: 1
"Current Location: Twisting Passages
Hero Points: 0"
"NOTES:
Available Support: Folio reroll:
Blessings are available for use.Gorum's Iron: On any check, discard to bless. On a non-Attack combat check, recharge to bless.
Bodyguard: When a local character suffers damage, recharge to reduce it by 3.
Eries Yelloweyes: On a local Dexterity check or a local check before acting, recharge to add 1d6.
Movement: Move me to Dungeons if my location closes.
Other: Hi I'm Hakon! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Commune (Core), Pharasma's Knowing, Soldier (Core)
Recharged: Cold Iron Greatsword (Core), Spiked Breastplate (Core),
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
"Melee Strength +2"
"Knowledge Charisma +1"
"Diplomacy Charisma +1"
Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ ☐ ☐ ☐
Proficiencies:
Arcane | Divine | Instrument | Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check (☐ or a local check against a monster), you may bury a card from your hand (☐ or discards) to add your Diplomacy.
Twisting Passages cards 2 and 6 acquired. Cards 1, 3, and 5 banished. Location is shuffled.
Random ally #1 Eries Yelloweyes acquired.
Arabundi healed for 3 then recharged BotG.
Seoni recharged Torag's Power.
| Vika - Shnik |
Turn 18, Incitation
Hour: No effect
Since no one is left at the Oubliette, I'll try to head there in case the Villain gets found
Move to Oubliette, Strength 8: 1d10 + 1 ⇒ (8) + 1 = 9 => passed!
Explore Oubliette #1 => Flask Of Curses
Quinn recharges The Peacock
Craft 7: 2d10 + 2 ⇒ (9, 9) + 2 = 20 => defeated
Examine for boon, Oubliette #2 => Spider Swarm
Oubliette #3 => Cave Bear
Oubliette #4 => Zombie Minions
Oubliette #5 => Foes On All Sides
Oubliette #6 => Gang Enforcer => draw
That was a load of bad
Oubliette shuffled
Discard Kikko Armor to explore: 1d8 ⇒ 7 => Oubliette #9 => Keen Starknife
Melee 12: 1d10 + 3 ⇒ (5) + 3 = 8 => failed
Discard Gang Enforcer_B to explore: 1d7 ⇒ 6 => Oubliette #8 => Gorum’s Iron
Melee 6: 1d10 + 3 ⇒ (5) + 3 = 8 => acquired
Discard Gem of Physical Prowess_C to explore: 1d6 ⇒ 4 => Oubliette #5 => Foes On All Sides
Danger, random Undead Story Bane: 1d3 ⇒ 3 => Zombie Minions
Reveal Shock Glaive +1
Combat 11: 2d10 + 4 ⇒ (1, 1) + 4 = 6 => failed, recharge Shock Glaive +1 to reroll
Combat 11: 2d10 + 4 ⇒ (8, 3) + 4 = 15 => passed
Reveal Lucerne Hammer, recharge Gorum's Iron_B
Combat 15: 1d12 + 2d10 + 3 ⇒ (11) + (5, 10) + 3 = 29 => defeated
Foes On All Sides defeated
Examine for boons: 1d5 ⇒ 1 => Oubliette #2 => Spider Swarm
Card: 1d4 ⇒ 4 => Oubliette #10 => Plaguebearer
At this point, only Oubliette #7 is unknown, so that'll be the last Weapon
Oubliette #7 => Allying Dart => draw
Oubliette shuffled
End turn
Vika somehow dodges most monsters and finds forgotten treasures and friends.
Oubliette cards 1&5-9 explored, Oubliette cards 2-4&10 examined, Oubliette shuffled; Quinn recharges The Peacock
...And here I was, afraid I'd have no weapon left if I recharged my Lucerne Hammer against the Zombie Minions... At least all weapons can be used to explore in this scenario.
Hand: Allying Dart_B, Standard Bearer_C, Lucerne Hammer, Cat-o'-Nine-Tails, Warhammer_C,
Displayed: Chain Mail_C,
Deck: 10 Discard: 5 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Blessings as needed, Bludgeoning for combat checks
Movement: If closed: Oubliette > Cell
Other: "
-Craft: Strength +1
-Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
-Disable: Dexterity +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
-Fortitude: Constitution +1
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Light Armors, Heavy Armors, Weapons
Powers:
Recharge a card that has the Bludgeoning trait to add 1d6 (□+1) (□+2) to a combat check by another character at your location.
When you would discard a weapon (□ or armor) for its power, you may recharge it instead.
| BR Mork |
During This Adventure: Adventure 2-Path of the Dragon
Story Banes | Scourges | Loot
During This Scenario: 2A: Lady Tula's Lament
STORY BANES:
SETUP:
DURING THIS SCENARIO:
*]You cannot move from a Sacred location until it is closed.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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.
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 1
Traits
Human
Rogue
Veteran
Check
Combat
9+##
OR
Stealth
5+#
Powers
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Monster 2
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.
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 2
Traits
Trap
Magic
Veteran
Trigger
Check
Arcane
Divine
6+#
OR
Disable
8+#
Powers
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Barrier 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 1
Traits
Skirmish
Veteran
Check
None
0
Powers
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Barrier 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.
Weapon 1
Traits
Hammer
Melee
Bludgeoning
2-handed
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
Staff
Melee
Bludgeoning
2-handed
Magic
Check
Strength
Melee
8
OR
Acrobatics
6
Powers
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
Traits
Polearm
Melee
Slashing
2-handed
Electricity
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
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 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.
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
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.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
7
Powers
On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
If it is a check to acquire and the character acquires the card, they may give it to a local character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
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.
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.
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 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.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
• When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card 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 2
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your Diplomacy or Stealth check, you may draw this card to add 1d4.
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.
Item 0
Traits
Object
Check
Dexterity
Disable
4
Powers
When a local character encounters a monster, discard; they evade it.
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.
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 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.
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 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 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 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 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.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a spell.
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard or bury an armor you play, you may recharge it instead.
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Blessing 1
Traits
Deity: 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 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: 19 Arabundi/Mauve Avenger
Top of Blessing Discard Pile: Sands Of The Hour - When this is the hour: No effect.
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 Remaining: 9
Blessings Deck
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.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
Your non-combat check against a bane is blessed.
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 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 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Lair
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Oubliette
Traits: Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M:3 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Vika,
Notes: Spider Swarm, Cave Bear, Zombie Minions, Plaguebearer
Monster 1
Traits
Animal
Veteran
Check
Combat
11+##
OR
Survival
6+#
Powers
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Monster 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.
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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Shrine
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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:0 I:0 Al:2 Bl:0 ?:2
Located here: Seoni, Quinn,
Notes: Wraith, Allip
Ally 1
Traits
Outsider
Devil
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Barrier 1
Traits
Trap
Check
Dexterity
Acrobatics
Disable
Survival
6
Powers
If undefeated, suffer the scourges Entangled and Wounded, then end your turn.
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.
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.
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.
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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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.
Crypt
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Aranundi,
Notes:
Twisting Passages
Traits: Underground, Urban
At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check.
When Closing: Succeed at a Wisdom or Survival 5+# check.
When Permanently Closed: Each local character moves to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Hakon,
Notes: Ghastly Runes
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.
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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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.
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.
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.
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.
Repository
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
| Arabundi |
Turn Order: Shnik/Vika, MauveAvengr/Arabundi, Zalarian/Quinn, TColMaster/Seoni, Bigguyinblack/Hakon
Out of Turn Updates: Should have drawn a card due to discarding Bestial Rags last turn. Draw Fox. Hakon heals Arabundi for 3. Heal The Rabbit Prince, Blessing of Milani, and The Foreign Trader. Recharge Blessing of the Gods for Hakon.
Turn: Turn 19 - 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.
Hour Power: No effect
SOT: N/a
Move: Move to Twisting Passages
Explore: 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.
Hakon must do a Wisdom, Perception, or Stealth 5 or discard a card. Recharge Fox to add 1d4 to Wisdom check.
Wisdom 5: 1d8 + 1d4 ⇒ (1) + (1) = 2
Arabundi must have a curse. Terrible rolls. Will bury Magistrate from discards. Hakon must bury a card from their discards. Shuffle back in Cutpurse Gang
End Turn: Reset Hand
[u]Summary[/u]
Move: Crypt->Twisting Passages
Acquired: N/a
Banished: N/a
Examined: Twisting Passages: Cutpurse Gang
Random Card(s) Used: N/a
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): Hakon must discard a card then bury a discarded card.
Hand: Demonbane Lightcrossbow +1, Light Crossbow, Returning Throwing Axe +1, Aspect of the Frog, Blessing of the Green Faith, Blessing of the Gods 1,
Displayed:
Deck: 7 Discard: 6 Buried: 1
Current Location: Twisting Passageways
Hero Points: 1
Reroll Used: USED
NOTES:
Available Support: Blessings are available for use.
Recharge a card: +1d4 to distant combat check
Cure
Other: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Archer's Bracers, The Foreign Trader, Stone Weasel, Masterwork Tools, The Rabbit Prince, Blessing of Milani (R)
Recharged: Fox,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +3
Constitution d10 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +2
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Divine: Wisdom +1
Charisma d4 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armors | Weapons
POWERS:
You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☑ 2).
Add 2 (☐ 4) to your check to acquire a spell that has the Divine trait.
You may recharge a card to add 1d4 to a combat check by a character at another location.
| Hakon the Smasher |
Discard Eries Yelloweyes to Cutpurse Gang then bury Frost Longbow.
| Arabundi |
Attempting to guard the Twisting Passages. Discard Blessing of the Gods to bless.
Wisdom 5+1=6: 2d8 ⇒ (5, 7) = 12
Twisting Passages are guarded.
| Vika - Shnik |
OoT, Quinn's turn
Guard attempt at Oubliette
Recharge Standard Bearer_C, Arabundi recharges Blessing of the Green Faith
Fortitude 7: 2d10 + 1d4 + 1 ⇒ (10, 3) + (4) + 1 = 18 => guarded
| Quinn 12789 |
Out of Turn Updates: The Peacock recharged for Vika
Turn Order: Quinn/Zalarian, Seoni/TColMaster, Hakon/Bigguyinblack, Vika/Shnik, Arabundi/Mauve Avengr
if random character, using Self as #1
Turn : Hour - Rules: Blessings Deck Card 1 (Turn 20 Zalarian) The Forge : On your check, add 1 for each type of boon played.
SOT: Quinn begins his turn examining the top card of his location: Cell Card 1: Bound Imp
Give Card: None
Move: Stay at Cell
Location Powers: You cannot move unless you either bury an ally or succeed at a Strength or Disable 6+# check
Explore: Cell Card 1: Bound Imp
Ally 1
Traits
Outsider
Devil
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.
Banish to draw 2 cards.
DURING RECOVERY
If proficient with Arcane or Divine, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Wisdom Check DC 6: 1d8 + 0 ⇒ (7) + 0 = 7 Success
Will recharge bound imp to draw a card (Slick Leather) and will display armor
Why is this wraith terrorizing this area?
Will discard Sands of the hour and choose not to explore after examining villain. Will instead discard Gang Enforcer to explore adding a d4 to combat
Explore: Cell Card 2: Wraith
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Aribundi guarded Twisting Passageway and Vika guarded Oubliette.
Gang Enforcer adds d4 Will reveal Keen Rapier
Recharge Keen Rapier to use Knowledge+1 (add 2 to for each 4 rolled)
Will then recharge fox to add d4. Aribundi will recharge card to add d4 and since all other locations are guarded will freely discard demonbane to add another d4. Will use the Marriage to bless and add Seoni's Int die (d8) and Aribundi freely discards light crossbow for d8. Finally the forge adds 1 for each boon played (5)
Acrobatics INT KNOW Combat Check DC 13+2*2=17: 1d10 + 1d6 + 3 + 1 + 1d4 + 1d4 + 1d4 + 1d4 + 1d10 + 1d8 + 1d8 + 5 ⇒ (10) + (3) + 3 + 1 + (4) + (3) + (3) + (2) + (9) + (6) + (2) + 5 = 51
Keen makes it a 53; Wraith Defeated
For close, Will draw Ally to hand (Merchant)
| BR Mork |
DEVELOPMENT:
As Bassy predicted, you found the great dragon’s bones stuck deep in the earthen mound above Lady Tula’s tomb. If the dragon Aeteperax is plaguing Belhaim, it is doing so without its skeleton.
Deep in the crypt, Lady Tula’s spirit approached you with a request. When you slew her husband’s wraithform, she bade you to bring her his wedding band. This would permit him a rest eternal, ending the centuries-long strife in the tomb. You did this deed, and Lady Tula beckoned you to take her sword Wyrmsmite and her dragonbane arrows in return.
So armed, you left the tomb in far better shape than when you found it. You are confident that Lady Tula’s spirit will guide your hand against whatever dragon threatens Belhaim. Assuming, of course, that a dragon actually does.
SCENARIO REWARD:
Weapon 3
Traits
Sword
Melee
Slashing
Magic
Loot
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
ACQUIRED CARDS:
Weapon 2 Frost Longbow
Weapon 1 Allying Dart
Weapon 0 Longbow
Weapon 0 Shortbow
Weapon 0 Throwing Axe
Spell 2 Lightning Bolt
Spell 2 Vampiric Touch
Spell 0 Deflect
Armor 2 Mithral Chain Shirt
Armor 1 Armor Of Insults
Armor 1 Magic Leather Armor
Armor 0 Light Shield
Armor 0 Quilted Cloth Armor
Item 1 Cape Of Escape
Ally 2 Eries Yelloweyes
Ally 2 Magistrate
Ally 1 Bound Imp
Ally 1 Gang Enforcer
Ally 0 Merchant
Blessing 1 Gorum’s Iron
Blessing 1 The Betrayal
Blessing 1 Pharasma’s Knowing
Blessing 1 The Carnival
Blessing 1 The Crows
Blessing 1 The Foreign Trader
Blessing 1 Torag’s Power
Blessing 0 Benefaction
Blessing 0 Incitation
Blessing 0 Sands Of The Hour
| TColMaster Seoni |
Spell 2: 1d1000 ⇒ 247
Life Drain => Vampiric Touch
Hero Point: Power Feat
For your combat check, you may discard a card ([X] or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
| BR Mork |
2B: A Piece of the Auction
“Put those exotic parakeets over there!” shouts the auctioneer. “No, you idiot, not next to the grizzly bear rug! It’ll eat them!”
You have never seen a wizard’s estate go to auction before. You did not expect it to be this disorderly. Perhaps it’s the pressure from the attendees: artifact collectors, emotionless Kalistocrats, a host of sorcerous assistants, and the citizenry of Belhaim. All are here for the spectacle; some are here to enrich themselves at the expense of others. This is not of your concern; you seek clues as to why some townsfolk have gone missing.
“You there!” demands a handsomely bedecked man in a feathered red hat. “Have you seen a rare book lot around here? My employer wishes a report in the greatest haste!”
You think you know what books he speaks of. Last month, the wizard Hunclay conspired with local kobolds to demolish a historic tower, and perished in the conspiring thereto. The kobolds worked for a being that claimed to be the long-perished dragon Aeteperax, who sought a book called Secrets of the Dreaming Dark. You unearthed it in a cave near the wizard’s manor, along with other rare and magical tomes.
To your surprise, you do not see that lot here.
Before you can answer, the auctioneer Chosk Grellen bids you to take your seats. “The estate auction of Master Balthus Hunclay shall now commence. Please command your attention to lot number one, an assortment of clockwork lab equipment certain to...”
You tune him out, but keep your eyes on the others present. Every now and then, to avoid suspicion, you bid on a lot or two. But you have concerns that this auction won’t end with a gavel dropping. At least without an accompaniment of screams.
On the horizon, you spy large wings beating in the sky. Something big is coming to the auction, and you suspect it doesn’t plan to leave empty-clawed.
LOCATIONS:
1-Plaza
SETUP:
STORY BANES:
DURING THIS SCENARIO:
| BR Mork |
During This Adventure: Adventure 2-Path of the Dragon
Story Banes | Scourges | Loot
During This Scenario: 2B: A Piece of the Auction
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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.
Monster 2
Traits
Animal
Swarm
Disease
Check
Combat
13
OR
Stealth
Survival
9
Powers
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
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, suffer the scourge Drained.
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.
Barrier 1
Traits
Cache
Veteran
Check
Intelligence
Knowledge
7+#
Powers
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
Knowledge
7
Powers
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
Barrier 1
Traits
Obstacle
Plant
Trigger
Check
Wisdom
Perception
8
OR
Stealth
Survival
6
Powers
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
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 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.
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.
Weapon 0
Traits
Mace
Melee
Bludgeoning
Check
Strength
Melee
4
Powers
For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers.
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 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 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.
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
Traits
Magic
Arcane
Divine
Attack
Fire
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
7
Powers
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
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.
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 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.
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 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card 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 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
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 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.
Item 2
Traits
Loot
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Reload 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
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Item 0
Traits
Tool
Check
Dexterity
Disable
4
Powers
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
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.
Item P2
Traits
Liquid
Alchemical
Check
Constitution
Divine
Fortitude
7
Powers
Banish or shuffle into another character’s deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Item 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.
Ally 2
Traits
Human
Swashbuckler
Check
Charisma
Diplomacy
Melee
9
Powers
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
Ally 1
Traits
Construct
Check
Intelligence
Craft
6
Powers
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
Ally 1
Traits
Halfling
Cleric
Check
Charisma
Diplomacy
6
OR
Bury A Boon
0
Powers
On a local check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks against barriers, add 1d4.
Ally 0
Traits
Animal
Check
Wisdom
Stealth
Survival
4
Powers
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
Ally 1
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
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.
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.
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.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
The first time you examine cards this turn, heal 1d4-1 cards.
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Turn: 1 TColMaster/Seoni
Top of Blessing Discard Pile: Sands Of The Hour - When this is the hour: No effect.
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 Remaining: 34
Blessings Deck
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: 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 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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
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.
Story Bane Monster 1
Traits
Aberration
Grioth
Veteran
Check
Combat
10+##
Powers
Immune to Cold.
If undefeated, discard the top card of your deck and suffer the scourge Dazed.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: 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 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.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessing 1
Traits
Suit: 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.
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 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: 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.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: 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 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessing 1
Traits
Deity: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength or Constitution check, you may recharge a card to reroll.
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Blessing 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.
Story Bane Monster 1
Traits
Aberration
Grioth
Veteran
Check
Combat
10+##
Powers
Immune to Cold.
If undefeated, discard the top card of your deck and suffer the scourge Dazed.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 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.
Story Bane Monster 1
Traits
Dragon
Veteran
Check
Combat
10+##
THEN
Combat
11+#
Powers
Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
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.
Story Bane Monster 1
Traits
Aberration
Grioth
Veteran
Check
Combat
10+##
Powers
Immune to Cold.
If undefeated, discard the top card of your deck and suffer the scourge Dazed.
Story Bane Monster 1
Traits
Aberration
Grioth
Veteran
Check
Combat
10+##
Powers
Immune to Cold.
If undefeated, discard the top card of your deck and suffer the scourge Dazed.
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 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
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.
Plaza
Traits: Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M:1 Ba:7 W:6 Sp:6 Ar:6 I:7 Al:1 Bl:0 ?:1
Located here: everybody
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
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.
Item 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
8
Powers
On a local non-combat check, banish to add the character’s Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Barrier 2
Traits
Obstacle
Weather
Check
None
0
Powers
Display this barrier at your location.
While displayed:
• When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
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.
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.
Barrier 2
Traits
Obstacle
Check
Wisdom
Survival
9
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
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.
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.
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.
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.
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.
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.
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Fortitude
6
Powers
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
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.
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.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
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.
Proxy 0
Traits
Check
None
0
Powers
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.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
Display. While displayed:
• When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Item 0
Traits
Object
Check
Wisdom
Survival
4
Powers
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
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.
Spell 1
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Armor 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.
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Weapon 2
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
Stealth
12
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Monster 2
Traits
Undead
Ghoul
Check
Combat
12
Powers
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
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.
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.
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.
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.
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.
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.
Winnings Pile (DD-2B)
At This Location:
To Close or To Guard:
When Permanently Closed:
M: Ba: W: Sp: Ar: I: Al: Bl: ?:
Closed
Hoard Pile (DD-2B)
At This Location:
To Close or To Guard:
When Permanently Closed:
M: Ba: W: Sp: Ar: I: Al: Bl: ?:
Closed
| Hakon the Smasher |
Trading out Longspear (Core) for loot Soothing Word. Trading out Prayer for loot The Carnival. Only one location so starting there.
Hand: Giantbane Greataxe, Good Omen (Core), Soothing Word, Soldier (Core), Cold Iron Greatsword (Core),
Displayed:
Deck: 11 Discard: 0 Buried: 0
"Current Location: Plaza
Hero Points: 0"
"NOTES:
Available Support: Folio reroll:
Blessings are available for use.Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.
Soldier (Core): On a local Strength or Melee check, recharge to add 1d4.
Movement: Move me to Dungeons if my location closes.
Other: Hi I'm Hakon! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Cat (Core), Gorum's Iron, The Carnival, Cure (Core), Crowbar (Core), Chain Mail (Core), Divine Insight, Bodyguard, Sacred Candle (Core), Pharasma's Knowing, Spiked Breastplate (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
"Melee Strength +2"
"Knowledge Charisma +1"
"Diplomacy Charisma +1"
Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ ☐ ☐ ☐
Proficiencies:
Arcane | Divine | Instrument | Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check (☐ or a local check against a monster), you may bury a card from your hand (☐ or discards) to add your Diplomacy.
| TColMaster Seoni |
Hand: Knock, Noble, Irori's Mastery, Good Omen, Wand of Acid Burst, Detect Magic,
Displayed:
Deck: 10 Discard: 0 Buried: 0
"Hero Points: 0
XP: 4"
"NOTES:
Available Support: Blessings and Spells are available for use.
Movement: Move me to any non-occupied location if my location closes. If none available, move where needed.
Other: Hi I'm Seoni! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): The Snakebite, Vampiric Touch, Elixir of Healing, Immolate, Riding Allosarus, Wand of Force Missile, The Courtesan, Light Crossbow (Core), Acadamae Student, Sage
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowlege:Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may discard a card (☐ or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
On your check to recharge an Arcane spell ([x] or an Arcane item), you automatically succeed. (☐ You may instead shuffle it into your deck.)
| Arabundi |
Trade out Dagger for Deathbane Lightcrossbow +1
Hand: Demonbane Lightcrossbow +1, Returning Throwing Axe +1, Deathbane Lightcrossbow +1, Aspect of the Frog, Cure, Blessing of the Gods 1,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Throne Room
Hero Points: 1
Reroll Used: USED
NOTES:
Available Support: Blessings are available for use.
Recharge a card: +1d4 to distant combat check
Cure
Other: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Fox, Masterwork Tools, Light Crossbow, Blessing of the Green Faith, Stone Weasel, Blessing of Milani (UW), Blessing of the Gods 2, Archer's Bracers, Bestial Rags, Blessing of Milani (R)
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +3
Constitution d10 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +1
Charisma d4 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armors | Weapons
POWERS:
You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☑ 2).
Add 2 (☐ 4) to your check to acquire a spell that has the Divine trait.
You may recharge a card to add 1d4 to a combat check by a character at another location.
| Quinn 12789 |
Quinn - DD-2B: A Piece of the Auction
Starting Location Plaza
Loot
None
Starting Hand - Favored Card Item
5-6F Reward - Will draw an extra card, then recharge a card
Not taking Twin..doesn't work well with 1 location
Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters.. When that character draws her starting hand, she may draw an extra card, then recharge a card.
"
Hand: Spider, Keen Rapier, The Peacock, The Marriage, Smoke Bomb, The Publican, Spider Venom,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Hero Points: 2
1st choice: Ally 1
Reroll last used: DD-2A
NOTES:
Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
Would rather avenge against a barrier than bury thieve's tools if possible
Movement: Crypt, Repository, Cell, Twisting Passages, Lair, Oubliette
Middle of Deck (Unknown Order): Leech, Fortune-teller, Slick Leather, Acid Flask, The Carnival, Gem of Mental Acuity, Fox, Thieves' Tools, Snakebite Dagger
Recharged: Luckstone,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Intelligence+1
Knowledge: Intelligence+1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+2
Favored Card: Item
Hand Size: 6 ☑ 7
Proficiencies:
None
POWERS:
When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level (FAQ Entry)
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☑ or start) of your turn, you may
examine the top card of your location.
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
(from 12789-1012)
When any of your characters starts a scenario using the Curse of the Crimson Throne set, you may replace 1 card from your deck with one of the following cards from the vault...
-The weapon Scimitar (Core),
-The spell Infernal Healing,
-The armor Armored Coat,
-The item Antiplague,
-The ally Korvosan Guard,
-The blessing Sands of the Hour
"
| Vika - Shnik |
Loot: replacing Cat-o'-Nine-Tails with Wyrmsmite
Start at Plaza
Hand: Warhammer_C, Shock Glaive +1, Earthbreaker, Blessing of Shax, Gem of Physical Prowess_C,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Blessings as needed, Bludgeoning for combat checks
Movement: If closed:
Other: "
-Craft: Strength +1
-Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
-Disable: Dexterity +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
-Fortitude: Constitution +1
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Light Armors, Heavy Armors, Weapons
Powers:
Recharge a card that has the Bludgeoning trait to add 1d6 (□+1) (□+2) to a combat check by another character at your location.
When you would discard a weapon (□ or armor) for its power, you may recharge it instead.
| TColMaster Seoni |
Out of Turn Updates: None
Turn - Hour: Sands
Hour Rules: None
SOT: None
Give Card: None
Move: XX -> YY
Location Powers: None
Explore: Staff of Healing
Draw Item,Zellara’s Harrow Deck, attempt against Zellara.
Irori's Mastery, Good Omen, Noble
Diplo 6 difficulty check.: 1d12 + 3 ⇒ (8) + 3 = 11
WIS 10: 4d6 + 2 ⇒ (1, 2, 4, 3) + 2 = 12
Seoni ends her turn.
Seoni attempts to recover all cards in her Recovery pile.
Seoni resets her hand.
[u]Summary[/u]
Acquired: Zellara’s Harrow Deck
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Hand: Knock, Acadamae Student, Elixir of Healing, Wand of Force Missile, Wand of Acid Burst, Detect Magic,
Displayed:
Deck: 10 Discard: 0 Buried: 0
"Hero Points: 0
XP: 4"
"NOTES:
Available Support: Blessings and Spells are available for use.
Movement: Move me to any non-occupied location if my location closes. If none available, move where needed.
Other: Hi I'm Seoni! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): The Snakebite, Riding Allosarus, Immolate, Vampiric Touch, Sage, The Courtesan, Light Crossbow (Core)
Recharged: Irori's Mastery, Good Omen, Noble,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowlege:Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may discard a card ([X] or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
On your check to recharge an Arcane spell ([x] or an Arcane item), you automatically succeed. (☐ You may instead shuffle it into your deck.)
| Hakon the Smasher |
Erastil’s Eye: If you are at a Wild location, you may discard a card to explore.
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.
Quinn discards The Publican.
dexterity 8 blessed twice by The Publican: 3d6 ⇒ (6, 4, 6) = 16
Discard Soldier (Core) to explore. Random item #2 Thieves' Tools or Elixir Of Focus. Even with Good Omen my chances at Elixir are under 50% so going for Thieves' Tools.
Item 0
Traits
Tool
Check
Dexterity
Disable
4
Powers
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
diplomacy 6 for scenario: 1d8 + 1 ⇒ (3) + 1 = 4
increased DC: 1d8 ⇒ 2
dexterity 4 +2: 1d6 ⇒ 4
Hand: Giantbane Greataxe, Good Omen (Core), Soothing Word, Pharasma's Knowing, Cold Iron Greatsword (Core),
Displayed:
Deck: 10 Discard: 1 Buried: 0
"Current Location: Plaza
Hero Points: 0"
"NOTES:
Available Support: Folio reroll:
Blessings are available for use.Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.
Pharasma's Knowing: On any check, discard to bless.
Movement: Move me to Dungeons if my location closes.
Other: Hi I'm Hakon! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): The Carnival, Spiked Breastplate (Core), Cat (Core), Divine Insight, Cure (Core), Sacred Candle (Core), Crowbar (Core), Chain Mail (Core), Gorum's Iron, Bodyguard
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
"Melee Strength +2"
"Knowledge Charisma +1"
"Diplomacy Charisma +1"
Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ ☐ ☐ ☐
Proficiencies:
Arcane | Divine | Instrument | Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check (☐ or a local check against a monster), you may bury a card from your hand (☐ or discards) to add your Diplomacy.
Plaza cards 2 and 3 banished.
Random item 2 used.
Quinn discards The Publican.
| BR Mork |
During This Adventure: Adventure 2-Path of the Dragon
Story Banes | Scourges | Loot
During This Scenario: 2B: A Piece of the Auction
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Animal
Veteran
Check
Combat
11+##
OR
Survival
6+#
Powers
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Monster 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 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.
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 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.
Barrier 2
Traits
Curse
Trap
Magic
Check
Intelligence
Craft
7
OR
Wisdom
Perception
8
Powers
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Barrier 1
Traits
Obstacle
Plant
Trigger
Check
Wisdom
Perception
8
OR
Stealth
Survival
6
Powers
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
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.
Barrier 2
Traits
Task
Undead
Veteran
Trigger
Check
Charisma
Diplomacy
8+#
OR
Divine
6+#
Powers
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Barrier 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.
Weapon 2
Traits
Spear
Melee
Piercing
Cold
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 0
Traits
Sword
Melee
Slashing
Finesse
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Weapon 2
Traits
Bow
Ranged
Piercing
2-handed
Cold
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
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 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 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.
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.
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.
Spell 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
8
Powers
For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
On any combat check, freely banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Spell 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.
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 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
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 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.
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.
Item 2
Traits
Object
Magic
Check
Dexterity
Disable
9
Powers
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
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.
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.
Item 2
Traits
Accessory
Magic
Check
Constitution
Fortitude
9
Powers
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
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.
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.
Ally 2
Traits
Human
Medium
Harrow
Check
Charisma
Diplomacy
11
Powers
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
Ally 1
Traits
Construct
Check
Intelligence
Craft
6
Powers
On a local Intelligence or Craft check, recharge to add 1d6.
Bury or banish to explore.
DURING RECOVERY
You may succeed at a Craft 8 check to recharge this card.
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 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.
Blessing 2
Traits
Deity: Urgathoa
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Blessing 1
Traits
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 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
The first time you discard cards as damage this turn, recharge 1 of them instead.
On any Constitution check, discard to bless twice.
Discard to explore.
Blessing 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.
Turn: 3 Vika/Shnik
Top of Blessing Discard Pile: Calistria’s Sting - When this is the hour: You may avenge by discarding a card.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Remaining: 32
Blessings Deck
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
After your first exploration of your turn, you may discard a card to explore.
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Blessing 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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
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.
Story Bane Monster 1
Traits
Aberration
Grioth
Veteran
Check
Combat
10+##
Powers
Immune to Cold.
If undefeated, discard the top card of your deck and suffer the scourge Dazed.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: 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 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.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessing 1
Traits
Suit: 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.
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 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: 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.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: 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 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessing 1
Traits
Deity: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength or Constitution check, you may recharge a card to reroll.
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Blessing 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.
Story Bane Monster 1
Traits
Aberration
Grioth
Veteran
Check
Combat
10+##
Powers
Immune to Cold.
If undefeated, discard the top card of your deck and suffer the scourge Dazed.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 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.
Story Bane Monster 1
Traits
Dragon
Veteran
Check
Combat
10+##
THEN
Combat
11+#
Powers
Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
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.
Story Bane Monster 1
Traits
Aberration
Grioth
Veteran
Check
Combat
10+##
Powers
Immune to Cold.
If undefeated, discard the top card of your deck and suffer the scourge Dazed.
Story Bane Monster 1
Traits
Aberration
Grioth
Veteran
Check
Combat
10+##
Powers
Immune to Cold.
If undefeated, discard the top card of your deck and suffer the scourge Dazed.
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 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
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.
Plaza
Traits: Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M:1 Ba:6 W:6 Sp:6 Ar:6 I:5 Al:1 Bl:0 ?:0
Located here: everybody
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Barrier 2
Traits
Obstacle
Weather
Check
None
0
Powers
Display this barrier at your location.
While displayed:
• When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
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.
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.
Barrier 2
Traits
Obstacle
Check
Wisdom
Survival
9
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
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.
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.
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.
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.
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.
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.
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Fortitude
6
Powers
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
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.
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.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
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.
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.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
Display. While displayed:
• When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Item 0
Traits
Object
Check
Wisdom
Survival
4
Powers
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
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.
Spell 1
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Armor 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.
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Weapon 2
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
Stealth
12
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Monster 2
Traits
Undead
Ghoul
Check
Combat
12
Powers
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
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.
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.
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.
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.
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.
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.
Winnings Pile (DD-2B)
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:0
Closed
Item 2
Traits
Loot
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Reload 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
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Hoard Pile (DD-2B)
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:0
Closed
Item 0
Traits
Tool
Check
Dexterity
Disable
4
Powers
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
| Vika - Shnik |
Turn 3, Calistria’s Sting
Hour: You may avenge by discarding a card.
Explore Plaza #1 => Unearthly Aim
Draw random spell #1 => Revitalize
Encounter Revitalize
BA failed, difficulty increase: 1d8 ⇒ 4
Discard Blessing of Shax
Wisdom 10: 2d8 ⇒ (2, 6) = 8 => failed, sent to Hoard pile
End turn
Plaza card 1 explored, random spell 1 used and sent to Hoard pile
Hand: Warhammer_C, Shock Glaive +1, Earthbreaker, Chain Mail_C, Gem of Physical Prowess_C,
Displayed:
Deck: 10 Discard: 1 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Blessings as needed, Bludgeoning for combat checks
Movement: If closed:
Other: "
-Craft: Strength +1
-Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
-Disable: Dexterity +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
-Fortitude: Constitution +1
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Light Armors, Heavy Armors, Weapons
Powers:
Recharge a card that has the Bludgeoning trait to add 1d6 (□+1) (□+2) to a combat check by another character at your location.
When you would discard a weapon (□ or armor) for its power, you may recharge it instead.
| Arabundi |
Turn Order: TColMaster/Seoni, Bigguyinblack/Hakon, Shnik/Vika, MauveAvengr/Arabundi, Zalarian/Quinn
Out of Turn Updates: N/a
Turn: Turn 4 - 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.
Hour Power: After your first exploration of your turn, you may discard a card to explore.
SOT: N/a
Move: Stay at Plaza
Explore: Thunderstorm
Barrier 2
Traits
Obstacle
Weather
Check
None
0
Powers
Display this barrier at your location.
While displayed:
• When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Wooo.... display Thunderstone. Discard Returning Throwing Axe +1 to explore again (from Hour Power).
Explore 2: 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.
Draw new boon. Chose one, banish the other. Draw 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.
Encounter Quilted Cloth Armor
BYA Charisma 6: 1d4 ⇒ 4
Difficulty Increase: 1d8 ⇒ 7
Discard Blessing of the Gods to bless
Constitution 3+7=10: 2d10 ⇒ (7, 3) = 10
Acquired. Add to Winnings Pile.
End Turn: Reset Hand
[u]Summary[/u]
Move: Plaza
Acquired: Random Armor 1: Quilted Leather Armor
Banished: Plaza Card 3: Armor of Insults
Examined: N/a
Random Card(s) Used: N/a
Displayed: Plaza Card 2: Thunderstorm
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a
Hand: Demonbane Lightcrossbow +1, Deathbane Lightcrossbow +1, Aspect of the Frog, Cure, Bestial Rags, Archer's Bracers,
Displayed:
Deck: 8 Discard: 2 Buried: 0
Current Location: Plaza
Hero Points: 1
Reroll Used: USED
NOTES:
Available Support: Blessings are available for use.
Recharge a card: +1d4 to distant combat check
Cure
Other: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Fox, Blessing of Milani (R), Blessing of the Gods 1, Light Crossbow, Blessing of the Green Faith, Masterwork Tools, Blessing of Milani (UW), Stone Weasel
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +3
Constitution d10 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +1
Charisma d4 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armors | Weapons
POWERS:
You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☑ 2).
Add 2 (☐ 4) to your check to acquire a spell that has the Divine trait.
You may recharge a card to add 1d4 to a combat check by a character at another location.
| Quinn 12789 |
Out of Turn Updates: discarded Publican for Hakon; displayed spider venom at end of Aribundi's turn
Turn Order: Quinn/Zalarian, Seoni/TColMaster, Hakon/Bigguyinblack, Vika/Shnik, Arabundi/Mauve Avengr
if random character, using Self as #1
Turn : Hour - Rules: 5 : Blessings Deck Card 2 (Turn 5 Zalarian) Orison - None
SOT: Quinn begins his turn examining the top card of his location: Plaza Card 4: Magnifying Glass
I wonder what happens when you put a key on a kite...
"Yeowwww!"
Check the Thunderstorm: 1d4 ⇒ 1 Storm dispurses with some lightning
Electrical Damage: 1d6 ⇒ 6 discard hand
Give Card: None
Location Powers: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
Explore: Plaza Card 4: Magnifying Glass
Will choose to take on random item 1 Iron Shackles
Item 2
Traits
Object
Magic
Check
Dexterity
Disable
9
Powers
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
Perception Check DC 6: 1d8 + 2 ⇒ (1) + 2 = 31d8 ⇒ 4 No Success - difficulty increased by 4
Will ask Hakon for Good omen to add d6+2
Disable Check DC 9+4=13: 1d10 + 3 + 1d6 + 2 ⇒ (6) + 3 + (3) + 2 = 14 Success - goes to winnings pile
Aribundi will use cure spell
Random Roll: 1d4 + 1 ⇒ (2) + 1 = 3 TBD
Quinn Ends his turn examining the top card of his location: Plaza Card 5: Treacherous Tunnels
Quinn attempts to recover all cards in their Recovery pile.
Quinn resets their hand. Will display slick leather after Seoni's SOT
"
Hand: Acid Flask, Thieves' Tools, Gem of Mental Acuity, Fortune-teller, Leech, Spider,
Displayed: Spider Venom, Slick Leather,
Deck: 6 Discard: 3 Buried: 0
Hero Points: 2
1st choice: Ally 1
Reroll last used: DD-2A
NOTES:
Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
Would rather avenge against a barrier than bury thieve's tools if possible
Movement: Crypt, Repository, Cell, Twisting Passages, Lair, Oubliette
Middle of Deck (Unknown Order): The Marriage, The Carnival, Fox, The Peacock, Luckstone, Snakebite Dagger
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Intelligence+1
Knowledge: Intelligence+1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+2
Favored Card: Item
Hand Size: 6 ☑ 7
Proficiencies:
None
POWERS:
When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level (FAQ Entry)
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☑ or start) of your turn, you may
examine the top card of your location.
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
(from 12789-1012)
When any of your characters starts a scenario using the Curse of the Crimson Throne set, you may replace 1 card from your deck with one of the following cards from the vault...
-The weapon Scimitar (Core),
-The spell Infernal Healing,
-The armor Armored Coat,
-The item Antiplague,
-The ally Korvosan Guard,
-The blessing Sands of the Hour
"
[u]Summary[/u]
Current Location: Plaza
Acquired: None
Banished: Displayed Thunderstorm, Plaza Card 4: Magnifying Glass
Examined: Plaza Card 5: Treacherous Tunnels
Random Card(s) Used: Item 1 - Iron Shackles
Displayed: Iron Shackles to winning pile
Other Player(s) Resources Used: Hakon's Good omen, Aribundi's Cure
Actions needed by other Player(s): None
| Arabundi |
Thunderstorm shot a bolt at Quinn. Arabundi goes in to heal his friend.
Recovery:
-Cure: Divine 8: 1d8 + 1 ⇒ (4) + 1 = 5
| TColMaster Seoni |
Out of Turn Updates: None
Turn - Hour: Sands
Hour Rules: None
SOT: Elixir of Healing Arabundi: 1d4 + 1 ⇒ (4) + 1 = 5
Give Card: None
Move: XX -> YY
Location Powers: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
Explore: Treacherous Tunnels
Knock
Wis/Survival 9: 1d12 + 1d10 + 3 ⇒ (9) + (10) + 3 = 22
Banished!
-Discard Academy Student to Explore
Invisible Wall Arcane 9: 1d12 + 1d4 + 3 ⇒ (5) + (4) + 3 = 12
Banished!
--Free Explore from Invisible Wall
-Heavy Crossbow
-Drawn Card Frost Longspear
Diplomacy 6: 1d12 + 3 ⇒ (8) + 3 = 11
Hakon Banish 1 card for his skills., his blessing
Frost Longspear STR 12: 2d8 + 1d4 + 1 ⇒ (8, 8) + (1) + 1 = 18
Acquired! - To Winnings Pile!
Discard Detect Magic to examine for Magic Trait
Drums of Haste vs Bracer of Protection(From Box)
Diplomacy 6: 1d12 + 3 ⇒ (3) + 3 = 6
Bracers of Protection Arcane 5: 1d12 + 3 ⇒ (6) + 3 = 9
Acquired! - To Winnings Pile!
Seoni ends her turn.
Seoni attempts to recover all cards in her Recovery pile.
Seoni resets her hand.
[u]Summary[/u]
Acquired: Frost Longspear
Banished: Treacherous Tunnels, Invisible Wall
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Hand: Vampiric Touch, Light Crossbow (Core), The Snakebite, Wand of Force Missile, Wand of Acid Burst, Sage,
Displayed:
Deck: 8 Discard: 1 Buried: 1
"Hero Points: 0
XP: 4"
"NOTES:
Available Support: Blessings and Spells are available for use.
Movement: Move me to any non-occupied location if my location closes. If none available, move where needed.
Other: Hi I'm Seoni! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): The Courtesan, Immolate, Riding Allosarus
Recharged: Irori's Mastery, Good Omen, Noble, Knock, Detect Magic,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowlege:Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may discard a card ([X] or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
On your check to recharge an Arcane spell ([x] or an Arcane item), you automatically succeed. (☐ You may instead shuffle it into your deck.)
| BR Mork |
During This Adventure: Adventure 2-Path of the Dragon
Story Banes | Scourges | Loot
During This Scenario: 2B: A Piece of the Auction
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Animal
Check
Combat
10
THEN
Combat
11
Powers
When you would reveal a Melee weapon on the check to defeat, recharge it instead.
If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage.
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
Traits
Harpy
Check
Combat
10
Powers
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Monster 1
Traits
Human
Rogue
Veteran
Check
Combat
9+##
OR
Stealth
5+#
Powers
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
Knowledge
7
Powers
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
Barrier 2
Traits
Curse
Trap
Magic
Check
Intelligence
Craft
7
OR
Wisdom
Perception
8
Powers
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
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.
Barrier 1
Traits
Cache
Veteran
Check
Intelligence
Knowledge
7+#
Powers
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Barrier 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.
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 2
Traits
Axe
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
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 1
Traits
Staff
Melee
Bludgeoning
2-handed
Magic
Check
Strength
Melee
8
OR
Acrobatics
6
Powers
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
Traits
Polearm
Melee
Slashing
2-handed
Electricity
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
Spell 0
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
For your combat check, banish to use Arcane or Divine + 2d4.
When a local character encounters an Undead monster, banish to let them evade it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Attack
Cold
Check
Intelligence
Arcane
7
Powers
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
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 1
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
• When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
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 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 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.
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 1
Traits
Object
Magic
Divine
Check
Wisdom
Divine
10
Powers
Bury to draw the hour. You may not play this during an encounter.
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 0
Traits
Plant
Alchemical
Check
Wisdom
Divine
Survival
6
Powers
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.
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.
Ally 0
Traits
Animal
Check
Wisdom
Stealth
Survival
4
Powers
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
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 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Ally 1
Traits
Trigger
Human
Aristocrat
Check
Charisma
Diplomacy
8
OR
Knowledge
5
Powers
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
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.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
The first time you discard cards as damage this turn, recharge 1 of them instead.
On any Constitution check, discard to bless twice.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer a scourge on your turn, each local character suffers it.
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Craft
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter an ally.
On a local check, discard to bless.
The character attempting the check may add another local character’s die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Blessing 1
Traits
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.
Turn: 7 Hakon/Bigguyinblack
Top of Blessing Discard Pile: The Liar - When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
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 Remaining: 28
Blessings Deck
Story Bane Monster 1
Traits
Aberration
Grioth
Veteran
Check
Combat
10+##
Powers
Immune to Cold.
If undefeated, discard the top card of your deck and suffer the scourge Dazed.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: 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 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.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessing 1
Traits
Suit: 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.
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 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: 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.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: 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 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessing 1
Traits
Deity: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength or Constitution check, you may recharge a card to reroll.
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Blessing 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.
Story Bane Monster 1
Traits
Aberration
Grioth
Veteran
Check
Combat
10+##
Powers
Immune to Cold.
If undefeated, discard the top card of your deck and suffer the scourge Dazed.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 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.
Story Bane Monster 1
Traits
Dragon
Veteran
Check
Combat
10+##
THEN
Combat
11+#
Powers
Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
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.
Story Bane Monster 1
Traits
Aberration
Grioth
Veteran
Check
Combat
10+##
Powers
Immune to Cold.
If undefeated, discard the top card of your deck and suffer the scourge Dazed.
Story Bane Monster 1
Traits
Aberration
Grioth
Veteran
Check
Combat
10+##
Powers
Immune to Cold.
If undefeated, discard the top card of your deck and suffer the scourge Dazed.
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 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
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.
Plaza
Traits: Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M:1 Ba:3 W:5 Sp:5 Ar:5 I:3 Al:1 Bl:0 ?:0
Located here: everybody
Notes: Thunderstorm displayed
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.
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.
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.
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Fortitude
6
Powers
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
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.
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.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
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.
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.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
Display. While displayed:
• When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Item 0
Traits
Object
Check
Wisdom
Survival
4
Powers
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
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.
Spell 1
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Armor 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.
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Weapon 2
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
Stealth
12
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Monster 2
Traits
Undead
Ghoul
Check
Combat
12
Powers
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
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.
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.
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.
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.
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.
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.
Winnings Pile (DD-2B)
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:1 Sp:0 Ar:1 I:3 Al:0 Bl:0 ?:0
Closed
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.
Weapon 2
Traits
Spear
Melee
Piercing
Cold
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Item 2
Traits
Object
Magic
Check
Dexterity
Disable
9
Powers
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
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.
Item 2
Traits
Loot
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Reload 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
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Hoard Pile (DD-2B)
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:0
Closed
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Item 0
Traits
Tool
Check
Dexterity
Disable
4
Powers
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.
| Hakon the Smasher |
During Seoni's turn bury Cold Iron Greatsword (Core), Discard Pharasma's Knowing.
The Liar: At the start of your check, the difficulty is increased by the number of allies in your hand. Discard Soothing Word to draw Good Omen (Core).
Plaza Card 1: Vicious Scythe or random weapon #1 Sword Cane. Pick 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.
diplomacy 6: 1d8 + 1 ⇒ (4) + 1 = 5
scenario effect: 1d8 ⇒ 3
melee 6 +3: 1d10 + 4 ⇒ (9) + 4 = 13
Sword Cane added to winning pile.
Hand: Giantbane Greataxe, Good Omen (Core), Divine Insight, Chain Mail (Core), Cat (Core),
Displayed:
Deck: 7 Discard: 3 Buried: 1
"Current Location: Plaza
Hero Points: 0"
"NOTES:
Available Support: Folio reroll:
Blessings are available for use.Divine Insight: On any check to defeat a barrier, banish to add 2d6.
Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.
Cat (Core): On a local check against a spell, recharge to add 1d4.
Chain Mail can be buried for power feat.
Movement: Move me to Dungeons if my location closes.
Other: Hi I'm Hakon! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Crowbar (Core), Bodyguard, The Carnival, Cure (Core), Sacred Candle (Core), Spiked Breastplate (Core), Gorum's Iron
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
"Melee Strength +2"
"Knowledge Charisma +1"
"Diplomacy Charisma +1"
Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ ☐ ☐ ☐
Proficiencies:
Arcane | Divine | Instrument | Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type from your discards.
On a local Strength check (☐ or a local check against a monster), you may bury a card from your hand (☐ or discards) to add your Diplomacy.
Plaza card 1/ Random Weapon #1 Sword Cane added to winning pile.
| Vika - Shnik |
Turn 8, Grioth
Encounter Grioth
Wooh, Vika can be useful for something!
Reveal Shock Glaive +1
Combat 14: 2d10 + 5 ⇒ (9, 6) + 5 = 20 => defeated
Hour becomes The Liar - At the start of your check, the difficulty is increased by the number of allies in your hand.
Explore Plaza #2 => Concealed Hatch
BA, Perception 5: 1d4 ⇒ 3 => failed
Recharge Earthbreaker
Disable 6: 2d6 + 2 ⇒ (2, 4) + 2 = 8 => defeated
Display Chain Mail_C
End turn
Plaza card 2 explored
Hand: Warhammer_C, Shock Glaive +1, Wyrmsmite, Topaz of Strength, Gem of Physical Prowess_C,
Displayed: Chain Mail_C,
Deck: 9 Discard: 1 Buried: 0
Hero Points: 1
"NOTES:
Available Support: Blessings as needed, Bludgeoning for combat checks, Wyrmsmite for damage prevention
Movement: If closed:
Other: "
-Craft: Strength +1
-Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
-Disable: Dexterity +2
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
-Fortitude: Constitution +1
Intelligence d4 ☐ +1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3
Charisma d4 ☐ +1
Favored Card: Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Light Armors, Heavy Armors, Weapons
Powers:
Recharge a card that has the Bludgeoning trait to add 1d6 (□+1) (□+2) to a combat check by another character at your location.
When you would discard a weapon (□ or armor) for its power, you may recharge it instead.
| Arabundi |
Turn Order: TColMaster/Seoni, Bigguyinblack/Hakon, Shnik/Vika, MauveAvengr/Arabundi, Zalarian/Quinn
Out of Turn Updates: Seoni heals for 5. Heal Returning Throwing Axe, Blessing of the Gods, and Cure
Turn: Turn 9 - 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.
Hour Power: When you close your location, instead of banishing its cards, shuffle them into a random other location.
SOT: N/a
Move: Stay at Plaza
Explore: 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.
Draw new weapon, encounter one, banish the other. Draw Cleaving Battleaxe
Weapon 2
Traits
Axe
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
Encounter Cleaving Battleaxe.
Strength 10: 1d6 ⇒ 2
Not acquired. Goes to Hoard pile.
End Turn: Reset Hand
[u]Summary[/u]
Move: Plaza
Acquired: N/a
Banished: Plaza Card 3: Scythe
Examined: N/a
Random Card(s) Used: Random Weapon 2: Cleaving Battleaxe
Displayed: N/a
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a
Hand: Deathbane Lightcrossbow +1, Aspect of the Frog, Masterwork Tools, Archer's Bracers, Fox, Stone Weasel,
Displayed:
Deck: 8 Discard: 2 Buried: 0
Current Location: Plaza
Hero Points: 1
Reroll Used: USED
NOTES:
Available Support: Blessings are available for use.
Recharge a card: +1d4 to distant combat check
Cure
Other: Please bot me if I need to Guard my location!
Middle of Deck (Unknown Order): Returning Throwing Axe +1, Blessing of the Gods 2, Light Crossbow, Cure, Blessing of Milani (R), Blessing of the Gods 1, Blessing of Milani (UW), Blessing of the Green Faith
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Ranged: Dexterity +3
Constitution d10 ☐ +1 ☐ +2
Intelligence d6 ☐ +1 ☐ +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Divine: Wisdom +1
Charisma d4 ☐ +1 ☐ +2
Favored Card: Weapon or Spell
Hand Size: 6 ☐ 7 ☐ 8
Proficiencies:
Light Armors | Weapons
POWERS:
You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☑ 2).
Add 2 (☐ 4) to your check to acquire a spell that has the Divine trait.
You may recharge a card to add 1d4 to a combat check by a character at another location.
| Quinn 12789 |
Out of Turn Updates: None
Turn Order: Quinn/Zalarian, Seoni/TColMaster, Hakon/Bigguyinblack, Vika/Shnik, Arabundi/Mauve Avengr
if random character, using Self as #1
Turn : Hour - Rules: 10 : Blessings Deck Card 3 (Turn 10 Zalarian) Incitation - None
SOT: Quinn begins his turn examining the top card of his location: Plaza Card 4: Bodyguard
Give Card: None
Location Powers: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
Move: Stay at Plaza..will recharge fortune-teller and choose boon to encounter Bodyguard or Mouse and choose Bodyguard
Encounter: Plaza Card 4: Bodyguard
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Fortitude
6
Powers
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Perception Check DC 6: 1d8 + 2 ⇒ (2) + 2 = 41d8 ⇒ 3 No Success; difficulty increased by 3
Will recharge gem to use intelligence die instead of charisma die
Intelligence Diplomacy Check DC 6+3=9: 1d10 + 2 ⇒ (2) + 2 = 4 Not Quite
Intelligence Diplomacy Check DC 6+3=9 PAIZO REROLL: 1d10 + 2 ⇒ (9) + 2 = 11 Success
Will do free explore now
Explore: Plaza Card 5: Gray Maiden Plate or random Mithral Chain Shirt..choose shirt
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0
Perception Check DC 6: 1d8 + 2 ⇒ (6) + 2 = 8 Success
Will have hakon use good omen to add d6+2
Constitution Check DC 9: 1d6 + 1d6 + 2 ⇒ (2) + (1) + 2 = 5 No Success
Will recharge Leech to heal self
Bloodletting: 1d4 - 1 ⇒ (1) - 1 = 0 No healing
Quinn Ends his turn examining the top card of his location: Plaza Card 6: Haughty Nobles
Quinn attempts to recover all cards in their Recovery pile.
Quinn resets their hand.
"
Hand: Acid Flask, Thieves' Tools, Spider, The Carnival, The Marriage, Fox, Snakebite Dagger,
Displayed: Spider Venom, Slick Leather,
Deck: 5 Discard: 3 Buried: 0
Hero Points: 2
1st choice: Ally 1
Reroll last used: DD-2B
NOTES:
Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
Would rather avenge against a barrier than bury thieve's tools if possible
Movement: Crypt, Repository, Cell, Twisting Passages, Lair, Oubliette
Middle of Deck (Unknown Order): The Peacock, Luckstone
Recharged: Fortune-teller, Gem of Mental Acuity, Leech,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Intelligence+1
Knowledge: Intelligence+1
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+2
Favored Card: Item
Hand Size: 6 ☑ 7
Proficiencies:
None
POWERS:
When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level (FAQ Entry)
On a local check against a barrier, you may bury an item to add your Perception.
At the end (☑ or start) of your turn, you may
examine the top card of your location.
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
(from 12789-1012)
When any of your characters starts a scenario using the Curse of the Crimson Throne set, you may replace 1 card from your deck with one of the following cards from the vault...
-The weapon Scimitar (Core),
-The spell Infernal Healing,
-The armor Armored Coat,
-The item Antiplague,
-The ally Korvosan Guard,
-The blessing Sands of the Hour
"
[u]Summary[/u]
Current Location: Plaza
Acquired: See Below
Banished: See Below
Examined: Plaza Card 6: Haughty Nobles
Random Card(s) Used: None
Displayed: Bodyguard goes to winning pile, armor goes to hoard pile
Other Player(s) Resources Used: Hakon's Good Omen
Actions needed by other Player(s): None
| TColMaster Seoni |
Out of Turn Updates: None
Turn - Hour: Irori’s Mastery
Hour Rules: On your blessed check, you may reroll any dice showing 1.
SOT: None
Give Card: Give Hakon Vampiric Touch
Move: XX -> YY
Location Powers: None
Explore: Haughty Nobles
Diplomacy 11: 1d12 + 3 ⇒ (11) + 3 = 14
Banished
-Summon and encounter new boon (SPELL)
Sonic Blast or Frozen Touch
Frozen Touch Arcane 5: 1d12 + 3 ⇒ (3) + 3 = 6
Acquired
Discard SAGE to Examine, then Explore. Magic Leather Armor
Will SHUFFLE, Explore
RNG: 1d17 ⇒ 11
CON 8: 1d6 ⇒ 4
Random Card Discard: 1d5 ⇒ 1
--Discard Light X-Bow
Wand of Force Missile, The Snakebite
Ghoul Bat Combat 12: 2d12 + 2d4 + 3 ⇒ (6, 4) + (4, 1) + 3 = 18
Banished
Seoni ends her turn.
Seoni attempts to recover all cards in her Recovery pile.
Seoni resets her hand.
[u]Summary[/u]
Acquired: Frozen TOuch
Banished: Ghoul Bat, Haughty Nobles
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Hand: Riding Allosarus, The Courtesan, Immolate, Irori's Mastery, Wand of Acid Burst, Frozen Touch,
Displayed:
Deck: 6 Discard: 3 Buried: 2
"Hero Points: 0
XP: 4"
"NOTES:
Available Support: Blessings and Spells are available for use.
Movement: Move me to any non-occupied location if my location closes. If none available, move where needed.
Other: Hi I'm Seoni! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): 0
Recharged: Good Omen, Noble, Knock, Detect Magic, The Snakebite, Wand of Force Missile,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowlege:Intelligence +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may discard a card ([X] or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
On your check to recharge an Arcane spell ([x] or an Arcane item), you automatically succeed. (☐ You may instead shuffle it into your deck.)
| BR Mork |
During This Adventure: Adventure 2-Path of the Dragon
Story Banes | Scourges | Loot
During This Scenario: 2B: A Piece of the Auction
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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 0
Traits
Giant
Ogre
Veteran
Check
Combat
12+##
Powers
Before acting, each local character suffers 1 Combat damage.
Monster 0
Traits
Undead
Zombie
Veteran
Check
Combat
9+##
Powers
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Monster 1
Traits
Outsider
Demon
Check
Combat
8
OR
Arcane
Knowledge
6
Powers
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
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 0
Traits
Curse
Magic
Veteran
Trigger
Check
Arcane
Divine
6+#
OR
Knowledge
Stealth
8+#
Powers
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Barrier 1
Traits
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 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 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
Weapon 0
Traits
Knife
Melee
Ranged
Piercing
Finesse
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
6
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 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 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 0
Traits
Sword
Melee
Slashing
Finesse
Check
Strength
Acrobatics
Melee
7
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d6.
If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
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.
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 1
Traits
Magic
Arcane
Divine
Attack
Healing
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
Display next to a local character.
While displayed:
• This character’s Strength and Constitution dice are each d12.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
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 0
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
6
Powers
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
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.
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.
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.
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 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.
Item P2
Traits
Liquid
Alchemical
Check
Constitution
Divine
Fortitude
7
Powers
Banish or shuffle into another character’s deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Item 0
Traits
Object
Check
Dexterity
Disable
4
Powers
When a local character encounters a monster, discard; they evade it.
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.
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.
Item 2
Traits
Object
Alchemical
Attack
Fire
Check
Intelligence
Craft
10
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
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
Traits
Human
Swashbuckler
Check
Charisma
Diplomacy
Melee
9
Powers
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
Ally 0
Traits
Animal
Check
Wisdom
Stealth
Survival
4
Powers
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.
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 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.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, bury it.
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Blessing 1
Traits
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.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Blessing 1
Traits
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.
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.
Turn: 12 Hakon/Bigguyinblack
Top of Blessing Discard Pile: The Foreign Trader - 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.
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.
Blessings Remaining: 23
Blessings Deck
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessing 1
Traits
Suit: 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.
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 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: 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.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: 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 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessing 1
Traits
Deity: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength or Constitution check, you may recharge a card to reroll.
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Blessing 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.
Story Bane Monster 1
Traits
Aberration
Grioth
Veteran
Check
Combat
10+##
Powers
Immune to Cold.
If undefeated, discard the top card of your deck and suffer the scourge Dazed.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 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.
Story Bane Monster 1
Traits
Dragon
Veteran
Check
Combat
10+##
THEN
Combat
11+#
Powers
Roll 1d4. This monster gains the trait, is resistant to, and all damage is:
1. Acid 3. Electricity 2. Cold 4. Fire Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer 1d4 damage.
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.
Story Bane Monster 1
Traits
Aberration
Grioth
Veteran
Check
Combat
10+##
Powers
Immune to Cold.
If undefeated, discard the top card of your deck and suffer the scourge Dazed.
Story Bane Monster 1
Traits
Aberration
Grioth
Veteran
Check
Combat
10+##
Powers
Immune to Cold.
If undefeated, discard the top card of your deck and suffer the scourge Dazed.
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 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
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.
Plaza
Traits: Urban
At This Location: When you would encounter a boon, draw a new one of the same type; encounter 1 and banish the other.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: You may recharge any number of cards.
M:0 Ba:1 W:3 Sp:5 Ar:4 I:3 Al:0 Bl:0 ?:0
Located here: everybody
Notes: Magic Leather Armor
Item 0
Traits
Object
Check
Wisdom
Survival
4
Powers
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
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.
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 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
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 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.
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.
Weapon 2
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
Stealth
12
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
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.
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.
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 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.
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 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.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
Display. While displayed:
• When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Winnings Pile (DD-2B)
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:2 Sp:0 Ar:1 I:3 Al:1 Bl:0 ?:0
Closed
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Fortitude
6
Powers
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
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.
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.
Weapon 2
Traits
Spear
Melee
Piercing
Cold
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Item 2
Traits
Object
Magic
Check
Dexterity
Disable
9
Powers
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
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.
Item 2
Traits
Loot
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Reload 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
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Hoard Pile (DD-2B)
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:0
Closed
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Weapon 2
Traits
Axe
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Item 0
Traits
Tool
Check
Dexterity
Disable
4
Powers
On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8.