| MorkXII - Sajan 1017 |
During This Adventure: Adventure 3: Escape from Old Korvosa
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 3D: The Vivified Labyrinth
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Human
Warrior
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
8+#
Powers
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Monster 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
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 2
Traits
Construct
Check
Combat
12
OR
Craft
8
Powers
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
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.
Barrier 1
Traits
Skirmish
Veteran
Check
Strength
Dexterity
Melee
4+#
Powers
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Barrier 3
Traits
Cache
Lock
Trap
Magic
Check
Disable
8
OR
Fortitude
10
Powers
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier’s location with the scourge Poisoned and banish this barrier.
Barrier 3
Traits
Obstacle
Construct
Elemental
Electricity
Check
Dexterity
Constitution
Acrobatics
Fortitude
10
Powers
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Barrier 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 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 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 1
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
Stealth
11
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
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 3
Traits
Chain
Ranged
Bludgeoning
Acid
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Weapon 2
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Acrobatics
Melee
11
Powers
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
7
Powers
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
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.
Spell 0
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
6
Powers
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 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 1
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Freely display. While displayed:
• On combat checks to defeat monsters, add 1d6 and the Poison trait.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
11
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
Armor 3
Traits
Heavy Armor
Helm
Gray Maiden
Magic
Check
Constitution
Diplomacy
Fortitude
10
Powers
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Armor 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 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
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.
Item 2
Traits
Object
Magic
Check
Charisma
Diplomacy
Fortitude
Melee
10
Powers
Display. While displayed:
• On all combat checks, add 1. If any character fails a combat check, bury this item.
• You may bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Item 3
Traits
Liquid
Alchemical
Poison
Check
Intelligence
Craft
9
Powers
Display. While displayed:
• On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Item 3
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
12
Powers
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Item 2
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
10
Powers
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Ally 1
Traits
Dwarf
Hireling
Check
Charisma
Diplomacy
6
OR
Craft
4
Powers
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
Ally 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
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 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 2
Traits
Animal
Mount
Loot
Check
Wisdom
Charisma
Survival
14
Powers
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
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: 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: 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.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you encounter a monster from a location, before acting, another local character summons and encounters it.
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Blessing 1
Traits
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: 4 Ezren/Bigguyinblack
Top of Blessing Discard Pile: The Father Of Creation - When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
Blessing 3
Traits
Deity: Torag
Divine
Check
Strength
Craft
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
Blessings Remaining: 26
Blessings Deck
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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.
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 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: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, the difficulty is increased by 3.
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When another character avenges your encounter, heal 1d4 cards.
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Blessing 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 3
Traits
Deity: Desna
Divine
Check
Wisdom
Divine
Perception
8
Powers
WHEN THIS IS THE HOUR
When you play a blessing, you may give a card to any character.
On any check, freely discard to reroll.
Discard to move, then explore.
Blessing 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
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
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 3
Traits
Deity: Irori
Divine
Check
Acrobatics
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
On your check, you may reroll any dice showing 1.
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Blessing 3
Traits
Deity: Urgathoa
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
On your turn, if you would suffer a scourge, a random local character suffers it instead.
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. This exploration, if you would suffer a scourge, a random other character suffers it instead.
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 3
Traits
Deity: Zon-kuthon
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Blessing 3
Traits
Deity: Nethys
Divine
Check
Intelligence
Arcane
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would examine the top card of a location, you may examine the top 2 cards instead.
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Blessing 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
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: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
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
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 2
Traits
Deity: Lamashtu
Divine
Veteran
Check
Intelligence
Arcane
Divine
5+#
Powers
WHEN THIS IS THE HOUR
On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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
Suit: Stars
Harrow
Veteran
Check
Wisdom
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
All damage is Mental damage that cannot be reduced.
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Blessing 1
Traits
Deity: 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.
Dungeons
Traits: Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M:3 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:0
Located here: Angban
Notes: The Trumpet (1)
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.
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.
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.
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.
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
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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.
Monster 3
Traits
Animal
Check
Combat
17
Powers
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
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.
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:4 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:0
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this 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.
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.
Monster 1
Traits
Animal
Aquatic
Check
Combat
11
Powers
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
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.
Monster 1
Traits
Undead
Skeleton
Check
Combat
14
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Barrier 3
Traits
Trap
Construct
Check
Dexterity
Acrobatics
Disable
Stealth
11
Powers
If undefeated, display this barrier at your location. While displayed, at this location:
• When you explore, suffer 1d4 Combat damage.
• For your first exploration of your turn, you may encounter this barrier.
• When this location is closed, banish this barrier.
Barrier 1
Traits
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 1
Traits
Trap
Poison
Veteran
Check
Craft
Disable
6+#
Powers
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
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.
Barrier 3
Traits
Trigger
Trap
Construct
Check
Wisdom
Disable
Perception
Stealth
13
Powers
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
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:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
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 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 3
Traits
Undead
Skeleton
Check
Combat
17
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Barrier 2
Traits
Lock
Obstacle
Task
Check
Dexterity
Diplomacy
Disable
Stealth
9
Powers
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
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.
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.
Monster 2
Traits
Human
Ranger
Veteran
Check
Combat
10+##
OR
Wisdom
5+#
Powers
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Item 3
Traits
Instrument
Magic
Check
Constitution
Charisma
10
Powers
When a local character encounters a monster, display at your location.
While displayed:
• When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
• At the start of your turn, discard this card; if proficient, recharge it instead.
Ally 2
Traits
Human
Soldier
Check
Charisma
Diplomacy
Knowledge
10
Powers
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Story Bane Barrier 3
Traits
Obstacle
Fire
Veteran
Check
Dexterity
Constitution
Acrobatics
Fortitude
5+#
Powers
Before acting, each local character suffers 1 Fire damage.
If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.
Barrier 2
Traits
Lock
Trap
Check
Strength
Dexterity
Disable
Divine
10
Powers
If undefeated, mark this barrier’s location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Barrier 3
Traits
Trap
Elemental
Check
Combat
14
OR
Disable
Fortitude
Perception
9
Powers
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:0 ?:0
Located here: Ezren,
Item 3
Traits
Object
Magic
Harrow
Check
Wisdom
Arcane
Divine
Perception
8
Powers
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
Monster 3
Traits
Outsider
Plant
Check
Combat
15
Powers
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
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.
Item 1
Traits
Object
Magic
Divine
Check
Wisdom
Divine
10
Powers
Bury to draw the hour. You may not play this during an encounter.
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.
River
Traits: Aquatic, Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M:3 Ba:2 W:0 Sp:1 Ar:1 I:2 Al:0 Bl:1 ?:2
Located here: Sajan
Story Bane Monster 3
Traits
Trigger
Outsider
Sphinx
Check
Combat
16
Powers
When examined or before acting, recharge your hand, reset, and bury a card.
Immune to Poison. Resistant to Acid, Cold, Electricity, and Fire.
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.
Story Bane Monster 3
Traits
Outsider
Check
Combat
12
THEN
Combat
12
Powers
Immune to Poison. Resistant to Acid, Attack, and Electricity.
Before acting, suffer 1d6 Combat damage.
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.
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.
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.
Monster 1
Traits
Outsider
Check
Combat
10
Powers
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
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.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Monster 1
Traits
Undead
Incorporeal
Check
Combat
14
OR
Divine
8
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Monster 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.
Laboratory
Traits: Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M:1 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:0 ?:0
Located here: Cogsnap, Radovan
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Barrier 1
Traits
Cache
Lock
Trap
Veteran
Check
Strength
Melee
11+#
OR
Disable
7+#
Powers
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Ally 3
Traits
Human
Wizard
Check
Intelligence
Arcane
10
OR
Charisma
Diplomacy
14
Powers
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
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.
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.
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:2 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:1
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
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.
Weapon 1
Traits
Bow
Ranged
Piercing
Fire
2-handed
Magic
Check
Dexterity
Ranged
Stealth
9
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
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 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.
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.
Story Bane Monster 3
Traits
Outsider
Rakshasa
Monk
Check
Combat
17
THEN
Combat
13
OR
Charisma
Diplomacy
8
Powers
Resistant to Attack. Vulnerable to Piercing.
After the roll, if the check was not blessed, reroll 1 die with the highest value.
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.
Barrier 3
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
| Ezren the Explorer |
Continued. Will summon and encounter Spell #1 in an effort to close Repository.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
7
Powers
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
arcane 8 aided by suite: 1d12 + 1d4 + 5 ⇒ (8) + (3) + 5 = 16
recharge boons on close: 1d4 ⇒ 1
Recharge Bloodscent. Move to Laboratory on close. Cast Soothing Word on myself then end turn.
Ezren ends their turn.
Ezren attempts to recover all cards in their Recovery pile.
Locate Object (Core): Arcane 8: 1d12 + 1d4 + 5 ⇒ (10) + (4) + 5 = 19 -> Locate Object (Core) recharged.
Soothing Word: Arcane 11: 1d12 + 1d4 + 5 ⇒ (4) + (2) + 5 = 11 -> Soothing Word recharged.
Ezren resets their hand.
Hand: Disable Mechanism (Core), Zellara's Harrow Deck, Bound Imp (Core), Bloodscent, Good Omen (Core), Fly (Core), Leech,
Displayed:
Deck: 12 Discard: 4 Buried: 0
"Current Location: Laboratory
Hero Points: 5"
"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+#.
Bloodscent: On a local Knowledge, Perception, or Survival check, banish to add 1d10. If the character succeeds, you may examine the top card of any location.
Disable Mechanism (Core): On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.
Movement: Move me to Arsenal if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Spellbook (Core), The Wanderer, Harrowstrike, Wounding Spear-axe, Mist Horn (Core), Enhance, The Dance, Fate-reader Lenses, False Life, Chain Lightning (Core)
Recharged: Locate Object (Core), Soothing Word,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane Intelligence +2
Craft Intelligence +1
Knowledge Intelligence +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.
[x] On your non-Intelligence check, you may discard a spell to add your Intelligence.
Repository closed.
Acquired random spell #1 Bloodscent.
Send Bound Imp to recovery to draw 2 cards: Harrowstrike and Enhance.
Ezren attempts to recover all cards in their Recovery pile.
Bound Imp (Core): Arcane 8: 1d12 + 1d4 + 5 ⇒ (9) + (3) + 5 = 17 -> Bound Imp (Core) recharged.
| MorkXII - Sajan 1017 |
Hour: Sands / No effect.
Examine: Sivit
Recharge hand, reset. Bury Incitation.
Move it to Lair.
Move to Lair.
Explore: Sivit
BA, recharge hand, reset. Bury Pure Holy Water.
Recharge Invigorating Temple Sword +2 for char power. Recharge Blessing of Erastil to double bless.
Combat 16: 1d8 + 5 + 1d10 + 3 + 2d8 ⇒ (5) + 5 + (4) + 3 + (5, 3) = 25 Defeated.
Discard Mouse to explore: Vampiric Mist
BA, discard 1d4 ⇒ 3 cards from deck: Amulet of Fiery Fists, Keen Rapier, Orison.
Reload Blackjack's Rapier
Combat 12: 1d8 + 5 + 1d6 + 2 + 1d4 ⇒ (8) + 5 + (5) + 2 + (4) = 24 Defeated.
Examine: Full Plate
Move it to Twisting Passages.
Skills and Powers:Hand: Blackjack's Daggers, Blackjack's Rapier, Shining Wayfinder, Bat, PrayerSkills STRENGTH d8
Melee +1
DEXTERITY d8 +3
Acrobatics +2
CONSTITUTION d6
Fortitude +2
INTELLIGENCE d6
WISDOM d8
Perception +1
CHARISMA d6Powers
EXILED PADAPRAJNA
HAND SIZE 5 ☐ 6 R☐ 7
For your combat check, you may recharge a card to use Acrobatics or Melee + 1d6 ([X1] 1d10 and add the Magic trait) plus the card’s level and add the Bludgeoning and Melee traits.
On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
When you play a blessing on your check, you may recharge it instead of discarding it. (R☐ A local character may do so on your check.)
When you suffer Combat (R[X3] or a local character suffers) ([X2] or any) damage, reduce it by 1. (R☐ Before you discard cards as damage, you may reload up to 2 cards.)
R☐ Gain the skill Melee: Strength +3 and you are proficient with Melee weapons.
R☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged weapons.
R☐ On your check, you may recharge an item (R☐ or a boon) to reroll a die.BLACKJACK
HAND SIZE 5 ☐ 6 +1 ☐ +2
PROFICIENCIES Weapon
For your combat check, you may recharge a card to use Acrobatics or Melee + 1d6 ([X1] 1d10 and add the Magic trait) plus the card’s level and add the Bludgeoning and Melee traits.
On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
When you play a blessing on your check, you may recharge it instead of discarding it.
When you suffer Combat ([X2] or any) damage, reduce it by 1.
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X3] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead ([ and add 1d6 to your checks against it).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.WEAPON 2 ☐ 3
SPELL 0 ☐ 1 ☐ 2
ITEM 3 [X2] 4 ☐ 5
ALLY 3 ☐ 4 ☐ 5
BLESSING 7 [X1] 8 [X3] 9 ☐ 10
Displayed: Blessing of the Gods, Cook, Wayfinder
Deck: 8 Discard: 4 Buried: 2
Hero Points: 1 Shirt Reroll Available (CCT-3C): Yes
Notes: Role: Blackjack
Kit: BotG, Cook, Wayfinder
Blackjack's Daggers:Blackjack's Daggers
Weapon 4Traits
Loot
Knife
Melee
Ranged
Piercing
Finesse
Magic
BlackjackChecks
Strength
Dexterity
Melee
Ranged
Stealth
11Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character’s combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.Shining Wayfinder:Shining Wayfinder
Item PTraits
Object
MagicChecks
NonePowers
Recharge this card to move, then you may examine the top 2 cards of your location deck. If you examine a non-villain, non-henchman monster, you may immediately encounter it. You may not use this power during an encounter.
Discard this card to examine the top card of your location deck, then you may shuffle the location deck, then you may explore your location. During this exploration, add 1d6 to your checks against monsters.Bat:Bat
Ally 0Traits
AnimalChecks
Wisdom
Perception
Survival
4Powers
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.Prayer:Prayer
Blessing 0Traits
DivineChecks
Wisdom
Divine
3Powers
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.
| MorkXII - Sajan 1017 |
During This Adventure: Adventure 3: Escape from Old Korvosa
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 3D: The Vivified Labyrinth
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Undead
Mental
Check
Combat
13
Powers
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Monster 3
Traits
Construct
Golem
Check
Combat
18
Powers
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster’s immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
Monster 1
Traits
Human
Warrior
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
8+#
Powers
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
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 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
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
Barrier 3
Traits
Trap
Poison
Check
Dexterity
Disable
10
OR
Wisdom
Perception
12
Powers
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
Weapon 1
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
Stealth
11
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
11
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Weapon 3
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
Axe
Melee
Ranged
Slashing
Magic
Check
Strength
Dexterity
Melee
Ranged
10
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
Weapon 3
Traits
Sword
Melee
Slashing
Magic
Loot
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Spell 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 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 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 3
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
12
Powers
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead.
Armor 3
Traits
Heavy Armor
Helm
Gray Maiden
Magic
Check
Constitution
Diplomacy
Fortitude
10
Powers
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Armor 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 3
Traits
Heavy Armor
Magic
Loot
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer any damage, you may recharge to reduce it by 1.
• When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 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
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.
Item 1
Traits
Wand
Magic
Arcane
Attack
Force
Check
Intelligence
Arcane
6
Powers
For your combat check, bury or banish to use Arcane + 2d4.
On another character’s combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Item 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.
Item 3
Traits
Liquid
Alchemical
Poison
Check
Intelligence
Craft
9
Powers
Display. While displayed:
• On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Item 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
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
Human
Cleric
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
Ally 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
Animal
Mount
Loot
Check
Wisdom
Charisma
Survival
14
Powers
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
Ally 1
Traits
Animal
Acid
Check
Wisdom
Survival
6
Powers
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
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.
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: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessing 0
Traits
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: 6 Cogsnap/Wilderredbeard
Top of Blessing Discard Pile: The Joke - When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, you may recharge a card to add your Intelligence die.
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Blessings Remaining: 24
Blessings Deck
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 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: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, the difficulty is increased by 3.
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When another character avenges your encounter, heal 1d4 cards.
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Blessing 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 3
Traits
Deity: Desna
Divine
Check
Wisdom
Divine
Perception
8
Powers
WHEN THIS IS THE HOUR
When you play a blessing, you may give a card to any character.
On any check, freely discard to reroll.
Discard to move, then explore.
Blessing 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
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
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 3
Traits
Deity: Irori
Divine
Check
Acrobatics
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
On your check, you may reroll any dice showing 1.
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Blessing 3
Traits
Deity: Urgathoa
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
On your turn, if you would suffer a scourge, a random local character suffers it instead.
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. This exploration, if you would suffer a scourge, a random other character suffers it instead.
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 3
Traits
Deity: Zon-kuthon
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Blessing 3
Traits
Deity: Nethys
Divine
Check
Intelligence
Arcane
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would examine the top card of a location, you may examine the top 2 cards instead.
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Blessing 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
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: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
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
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 2
Traits
Deity: Lamashtu
Divine
Veteran
Check
Intelligence
Arcane
Divine
5+#
Powers
WHEN THIS IS THE HOUR
On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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
Suit: Stars
Harrow
Veteran
Check
Wisdom
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
All damage is Mental damage that cannot be reduced.
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Blessing 1
Traits
Deity: 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.
Dungeons
Traits: Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M:3 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:0
Located here: Angban
Notes: The Trumpet (1)
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.
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.
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.
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.
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
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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.
Monster 3
Traits
Animal
Check
Combat
17
Powers
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
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.
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:4 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:0
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this 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.
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.
Monster 1
Traits
Animal
Aquatic
Check
Combat
11
Powers
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
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.
Monster 1
Traits
Undead
Skeleton
Check
Combat
14
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Barrier 3
Traits
Trap
Construct
Check
Dexterity
Acrobatics
Disable
Stealth
11
Powers
If undefeated, display this barrier at your location. While displayed, at this location:
• When you explore, suffer 1d4 Combat damage.
• For your first exploration of your turn, you may encounter this barrier.
• When this location is closed, banish this barrier.
Barrier 1
Traits
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 1
Traits
Trap
Poison
Veteran
Check
Craft
Disable
6+#
Powers
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
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.
Barrier 3
Traits
Trigger
Trap
Construct
Check
Wisdom
Disable
Perception
Stealth
13
Powers
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
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:2 Sp:0 Ar:1 I:1 Al:1 Bl:1 ?:1
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.
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 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 3
Traits
Undead
Skeleton
Check
Combat
17
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Barrier 2
Traits
Lock
Obstacle
Task
Check
Dexterity
Diplomacy
Disable
Stealth
9
Powers
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
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.
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.
Monster 2
Traits
Human
Ranger
Veteran
Check
Combat
10+##
OR
Wisdom
5+#
Powers
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Item 3
Traits
Instrument
Magic
Check
Constitution
Charisma
10
Powers
When a local character encounters a monster, display at your location.
While displayed:
• When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
• At the start of your turn, discard this card; if proficient, recharge it instead.
Ally 2
Traits
Human
Soldier
Check
Charisma
Diplomacy
Knowledge
10
Powers
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Story Bane Barrier 3
Traits
Obstacle
Fire
Veteran
Check
Dexterity
Constitution
Acrobatics
Fortitude
5+#
Powers
Before acting, each local character suffers 1 Fire damage.
If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.
Barrier 2
Traits
Lock
Trap
Check
Strength
Dexterity
Disable
Divine
10
Powers
If undefeated, mark this barrier’s location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Barrier 3
Traits
Trap
Elemental
Check
Combat
14
OR
Disable
Fortitude
Perception
9
Powers
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
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
River
Traits: Aquatic, Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M:3 Ba:2 W:0 Sp:1 Ar:1 I:2 Al:0 Bl:1 ?:2
Story Bane Monster 3
Traits
Trigger
Outsider
Sphinx
Check
Combat
16
Powers
When examined or before acting, recharge your hand, reset, and bury a card.
Immune to Poison. Resistant to Acid, Cold, Electricity, and Fire.
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.
Story Bane Monster 3
Traits
Outsider
Check
Combat
12
THEN
Combat
12
Powers
Immune to Poison. Resistant to Acid, Attack, and Electricity.
Before acting, suffer 1d6 Combat damage.
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.
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.
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.
Monster 1
Traits
Outsider
Check
Combat
10
Powers
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
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.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Monster 1
Traits
Undead
Incorporeal
Check
Combat
14
OR
Divine
8
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Monster 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.
Laboratory
Traits: Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M:1 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:0 ?:0
Located here: Ezren, Cogsnap, Radovan
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Barrier 1
Traits
Cache
Lock
Trap
Veteran
Check
Strength
Melee
11+#
OR
Disable
7+#
Powers
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Ally 3
Traits
Human
Wizard
Check
Intelligence
Arcane
10
OR
Charisma
Diplomacy
14
Powers
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
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.
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.
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:2 Ba:1 W:2 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Sajan
Weapon 1
Traits
Bow
Ranged
Piercing
Fire
2-handed
Magic
Check
Dexterity
Ranged
Stealth
9
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
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 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.
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.
Story Bane Monster 3
Traits
Outsider
Rakshasa
Monk
Check
Combat
17
THEN
Combat
13
OR
Charisma
Diplomacy
8
Powers
Resistant to Attack. Vulnerable to Piercing.
After the roll, if the check was not blessed, reroll 1 die with the highest value.
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.
Barrier 3
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
| Cogsnap - WilderRedbeard |
Off turn actions: During Radovan's turn, display Stone Skin to block 1 Combat damage.
Stone Skin recovery - Arcane 9: 1d10 + 4 ⇒ (7) + 4 = 11 recharged
The hour of The Joke
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
Examine top card of Laboratory: Helpful Haversack - Reload it into Dungeons.
Move to Dungeons.
Explore:
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Intelligence 6: 1d10 + 3 + 1d4 ⇒ (1) + 3 + (3) = 7 acquired
Discard The Snakebite to explore:
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.
Arcane 6: 1d10 + 4 + 1d4 ⇒ (4) + 4 + (4) = 12 acquired
Discard BotElements to explore:
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.
Charisma 6+#=9: 2d6 + 1d10 ⇒ (5, 5) + (4) = 14 defeated
Summon and encounter a random spell:
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Attempt location close by summoning and encountering the danger:
Traits
Outsider
Rakshasa
Check
Combat
16
Powers
Resistant to Attack.
Vulnerable to Piercing.
Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage.
After the roll, if the check was not blessed, reroll 1 die with the highest value.
Discard BotElements to bless.
Dexterity 6: 2d8 ⇒ (6, 8) = 14 success
Send Acid Flask to recovery. Recharge Blackfingers to bless. Location power increases difficulty by 2.
Combat 16+2=18: 2d10 + 5 + 2d6 ⇒ (2, 6) + 5 + (6, 3) = 22 defeated
Recharge Enervation to draw two random Liquid/Alchemical Items from the box: The Unveiling (P2) & Bloodroot Poison (3) - Keep Bloodroot Poison.
Dungeons closed. Each local character may draw a card. Draw Gentleman Explorer from top of deck.
Move to Laboratory.
Display Bloodroot Poison. End turn. Examine top card of deck: Trapped Chest (Barrier 1). Encounter.
Traits
Cache
Lock
Trap
Veteran
Check
Strength
Melee
11+#
OR
Disable
7+#
Powers
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Disable 7+#=10: 1d8 + 3 + 1d10 ⇒ (5) + 3 + (10) = 18 defeated
Summon and encounter a Weapon for defeating barrier:
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.
Attempt to close location for defeating a barrier. Harrow suit adds 1d4 to check.
Craft 5+#=8: 1d10 + 5 + 1d4 ⇒ (9) + 5 + (4) = 18 success
Location closed. Summon 3 spells and encounter 1: Fire Bolt (Spell 1), Charm Person (Spell 1) & Knock (Spell 1). Encounter:
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.
Arcane 6: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (3) = 10 acquired
Move to Twisting Passages.
Acid Flask recovery - Craft 6: 1d10 + 5 + 1d4 ⇒ (2) + 5 + (1) = 8 recharged
An excerpt from the clockwork recording device of Cognsap the Unbleached:
ambient sound of clinking bottles
"I've found my groove now! Not much can get in the way of this gnome when he has a full head of steam!
Wait a second, I must have gotten turned around in here..."
Hand: Heavy Crossbow, Armored Coat, Tangleburn Bag, Liquid Persuasion, Ambrosia, Blast Stone, Charm Person (acq),
Displayed: Bloodroot Poison (acq),
Deck: 11 Discard: 4 Buried: 0
Current Location: Twisting Passages
Hero Points (Available): 0
NOTES:
Available Support: Heavy Crossbow, Liquid Persuasion, Ambrosia and Blast Stone available.
Other: Dice Re-Roll Used for 3D?: N
Middle of Deck (Unknown Order): Burglar's Bracers, Embalming Fluid
Recharged: Tinker, Galvanic Chakram +1, Clockwork Servant, Stone Skin, Helpful Haversack (acq), Blackfingers, Enervation (acq), Gentleman Explorer, Acid Flask,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Weapons, Alchemical, Arcane
POWERS: BLOODBOMBER Role Card
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. □ During recovery, you may discard (□ or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check.
□ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
| MorkXII - Sajan 1017 |
During This Adventure: Adventure 3: Escape from Old Korvosa
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 3D: The Vivified Labyrinth
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 3
Traits
Undead
Ghoul
Veteran
Check
Combat
13+##
Powers
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
Monster 1
Traits
Vermin
Swarm
Trigger
Check
Combat
10
OR
Constitution
Fortitude
6
Powers
When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage.
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Monster 1
Traits
Boggard
Aquatic
Check
Combat
10
Powers
If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
If undefeated, suffer the scourge Frightened.
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.
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.
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 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
Cache
Veteran
Check
Intelligence
Knowledge
7+#
Powers
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Barrier 3
Traits
Trap
Magic
Check
Dexterity
Acrobatics
Perception
11
OR
Disable
9
Powers
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
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.
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 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 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 1
Traits
Axe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Spell 3
Traits
Magic
Arcane
Healing
Check
Intelligence
Arcane
8
Powers
Display next to a location. While displayed:
• Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
• At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Spell 1
Traits
Magic
Divine
Attack
Check
Wisdom
Divine
8
Powers
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
11
Powers
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Loot
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Display. While displayed:
• For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
• On another local character’s combat check, add 1d4 and the Magic trait.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
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 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
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
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 3
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Fortitude
10
Powers
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
Item 2
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Item 3
Traits
Object
Magic
Check
Wisdom
Survival
10
Powers
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
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.
Item 1
Traits
Wand
Magic
Arcane
Attack
Force
Check
Intelligence
Arcane
6
Powers
For your combat check, bury or banish to use Arcane + 2d4.
On another character’s combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Item 2
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.
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.
Ally 3
Traits
Human
Aristocrat
Rogue
Check
Charisma
Diplomacy
Stealth
12
Powers
On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Ally 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.
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 1
Traits
Animal
Acid
Check
Wisdom
Survival
6
Powers
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
Blessing 3
Traits
Deity: Lamashtu
Divine
Check
Intelligence
Arcane
Divine
8
Powers
WHEN THIS IS THE HOUR
When you fail to acquire a boon, you may shuffle it and a new monster into its location.
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessing 3
Traits
Deity: Rovagug
Divine
Check
Banish A Boon
0
Powers
WHEN THIS IS THE HOUR
You may banish a random blessing from your discards to explore.
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 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 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
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.
Turn: 8 Angban/eddiephlash
Top of Blessing Discard Pile: Benefaction - When this is the hour: No effect.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Remaining: 22
Blessings Deck
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, the difficulty is increased by 3.
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When another character avenges your encounter, heal 1d4 cards.
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Blessing 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 3
Traits
Deity: Desna
Divine
Check
Wisdom
Divine
Perception
8
Powers
WHEN THIS IS THE HOUR
When you play a blessing, you may give a card to any character.
On any check, freely discard to reroll.
Discard to move, then explore.
Blessing 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
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
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 3
Traits
Deity: Irori
Divine
Check
Acrobatics
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
On your check, you may reroll any dice showing 1.
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Blessing 3
Traits
Deity: Urgathoa
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
On your turn, if you would suffer a scourge, a random local character suffers it instead.
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. This exploration, if you would suffer a scourge, a random other character suffers it instead.
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 3
Traits
Deity: Zon-kuthon
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Blessing 3
Traits
Deity: Nethys
Divine
Check
Intelligence
Arcane
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would examine the top card of a location, you may examine the top 2 cards instead.
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Blessing 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
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: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
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
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 2
Traits
Deity: Lamashtu
Divine
Veteran
Check
Intelligence
Arcane
Divine
5+#
Powers
WHEN THIS IS THE HOUR
On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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
Suit: Stars
Harrow
Veteran
Check
Wisdom
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
All damage is Mental damage that cannot be reduced.
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Blessing 1
Traits
Deity: 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.
Dungeons
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Angban
Notes:
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:4 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:0
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this 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.
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.
Monster 1
Traits
Animal
Aquatic
Check
Combat
11
Powers
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
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.
Monster 1
Traits
Undead
Skeleton
Check
Combat
14
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Barrier 3
Traits
Trap
Construct
Check
Dexterity
Acrobatics
Disable
Stealth
11
Powers
If undefeated, display this barrier at your location. While displayed, at this location:
• When you explore, suffer 1d4 Combat damage.
• For your first exploration of your turn, you may encounter this barrier.
• When this location is closed, banish this barrier.
Barrier 1
Traits
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 1
Traits
Trap
Poison
Veteran
Check
Craft
Disable
6+#
Powers
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
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.
Barrier 3
Traits
Trigger
Trap
Construct
Check
Wisdom
Disable
Perception
Stealth
13
Powers
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
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:2 Sp:0 Ar:1 I:1 Al:1 Bl:1 ?:1
Located here: Cogsnap,
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.
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 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 3
Traits
Undead
Skeleton
Check
Combat
17
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Barrier 2
Traits
Lock
Obstacle
Task
Check
Dexterity
Diplomacy
Disable
Stealth
9
Powers
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
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.
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.
Monster 2
Traits
Human
Ranger
Veteran
Check
Combat
10+##
OR
Wisdom
5+#
Powers
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Item 3
Traits
Instrument
Magic
Check
Constitution
Charisma
10
Powers
When a local character encounters a monster, display at your location.
While displayed:
• When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
• At the start of your turn, discard this card; if proficient, recharge it instead.
Ally 2
Traits
Human
Soldier
Check
Charisma
Diplomacy
Knowledge
10
Powers
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Story Bane Barrier 3
Traits
Obstacle
Fire
Veteran
Check
Dexterity
Constitution
Acrobatics
Fortitude
5+#
Powers
Before acting, each local character suffers 1 Fire damage.
If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.
Barrier 2
Traits
Lock
Trap
Check
Strength
Dexterity
Disable
Divine
10
Powers
If undefeated, mark this barrier’s location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Barrier 3
Traits
Trap
Elemental
Check
Combat
14
OR
Disable
Fortitude
Perception
9
Powers
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
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
River
Traits: Aquatic, Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M:3 Ba:2 W:0 Sp:1 Ar:1 I:2 Al:0 Bl:1 ?:1
Located here: Ezren,
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.
Story Bane Monster 3
Traits
Outsider
Check
Combat
12
THEN
Combat
12
Powers
Immune to Poison. Resistant to Acid, Attack, and Electricity.
Before acting, suffer 1d6 Combat damage.
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.
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.
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.
Monster 1
Traits
Outsider
Check
Combat
10
Powers
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
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.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Monster 1
Traits
Undead
Incorporeal
Check
Combat
14
OR
Divine
8
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Monster 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.
Laboratory
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: Radovan
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:2 Ba:1 W:2 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Sajan
Weapon 1
Traits
Bow
Ranged
Piercing
Fire
2-handed
Magic
Check
Dexterity
Ranged
Stealth
9
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
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 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.
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.
Story Bane Monster 3
Traits
Outsider
Rakshasa
Monk
Check
Combat
17
THEN
Combat
13
OR
Charisma
Diplomacy
8
Powers
Resistant to Attack. Vulnerable to Piercing.
After the roll, if the check was not blessed, reroll 1 die with the highest value.
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.
Barrier 3
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
| Angban |
Cogsnap's turn. Display Adamantine Bullets. Rakshasa.
Dex 6: 1d8 + 3 ⇒ (4) + 3 = 7 Dodged!
Move to Oubliette upon Dungeons closing.
Hand: Blessing of Achaekek, The Lucky Drunk, Hand Cannon, Dragon Pistol +1,
Displayed: Adamantine Bullets,
Deck: 10 Discard: 3 Buried: 2
Current Location: Oubliette
Hero Points: 3
Shirt Reroll: Available
NOTES:
Movement: River (or wherever the maze or the bottle takes me)
Middle of Deck (Unknown Order): Hide Armor, Poisoned Bullets, Blessing of Alkenstar, Gorum's Iron, Dragon Pistol, Voidglass Armor
Recharged: Powder Horn, Surgeon, Benevolent Buckler, Toxic Blunderbuss +1,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Ranged: Dexterity + 3
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +3
Intelligence d6 ☐ +1 ☐ +2
Craft: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1 ☐ +2
Traits: Dwarf, Gunslinger
Favored Card: Armor or Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armors, Weapons
POWERS:
When you play an armor to reduce damage dealt to you, reduce it by an additional 1 (☐ 3).
At the end of your turn, you may recharge a buried weapon that has the Firearm trait (☐ or a buried armor).
☑ Gain the skill Craft: Intelligence +3.
For the first exploration of your turn, you may examine the top 2 cards of your location deck. Choose 1 to encounter; you must encounter a monster if you found any. Then shuffle the rest into the deck.
| Radovan - Katlyn99 |
OFF-TURN ACTIONS: Cogsnaps turn - move to River
Hourglass Discard: The Betrayal
WHEN THIS IS THE HOUR: When you acquire a boon, bury it.
Examine top card of River: Horn Of Blasting (Item 2)
Reloading Horn Of Blasting (Item 2) at the Oubliette
Reveal Rodrick to recharge Alaeron
[b]Explore: Senshiir
Before acting, suffer 1d6 Combat damage.
combat damage: 1d6 ⇒ 3
Discard The Idiot, Snakebite Dagger, and Rodrick for the combat damage.
Display Ghast (3) next to Norge.
First combat check
Reveal Belt, reload humanbane rapier, cant apply Fell Viridio as its immune to poison
Combat 12: 1d8 + 4 + 1d4 + 1 + 1 + 1d6 + 1 + 1d4 ⇒ (3) + 4 + (2) + 1 + 1 + (3) + 1 + (1) = 16
Second combat check
Reveal Belt, reload keen rapier, cant apply Fell Viridio as its immune to poison
Combat 12: 1d8 + 4 + 1d4 + 1 + 1 + 1d6 + 1 + 1d4 ⇒ (2) + 4 + (4) + 1 + 1 + (1) + 1 + (3) = 17
Shenshiir banished
Examine top card of River: Ring Of Evasion (Item 2)
Reloading Ring of Evasion (Item 2) at the Oubliette
"
[b]Hand: Thieves' Tools (Core), Keen Rapier, Belt of Physical Prowess, Humanbane Rapier, The Locksmith, The Joke,
Displayed:
Deck: 8 Discard: 5 Buried: 0
Current Location: River
Hero Points: 2/3
Reroll used? Yes
NOTES:
Available Support: Feel free to use my blessing(s).
Movement: Move me to wherever the most characters are or to where cogsnap is when my location closes.
Displayed cards next to Devil Form(s): Displayed Devil Forms
Quang (OOC d6): Inquisitor Devil (3)
Norge (Fire IC d8): Ghast (3)
Fell Viridio (Poison IC 2d6): Demonling (1)
Middle of Deck (Unknown Order): Grogul, The Vision, The Demon's Lantern, Snick, Shadowless Sword, Red Leathers
Recharged: Zae, Alaeron,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Acrobatics: Dexterity +2 (Quang displayed)
Fortitude: Constitution +2 (Norge displayed)
Perception: Charisma +2 (Fell Viridio)
Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms) (☑ or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
On your non-2-Handed combat check, add 1d4 (□ 1d6); add another 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
☐ When a monster encountered by a character at your location is undefeated (☐ or when you defeat a monster), display a monster from the box next to a displayed devil form.
You may evade your encounter. (Quang displayed)
When you acquire a boon, you may display it next to Quang. (Quang displayed)
On your non-combat check, you may bury a card displayed next to Quang to add 1d6 plus that card's adventure deck number. (Quang displayed)
Reduce Fire damage dealt to you to 0. (Norge displayed)
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (Norge displayed)
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number. (Norge displayed)
Reduce Poison damage dealt to you to 0. (Fell Viridio displayed)
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. (Fell Viridio displayed)
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number. (Fell Viridio displayed)
| MorkXII - Sajan 1017 |
During This Adventure: Adventure 3: Escape from Old Korvosa
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 3D: The Vivified Labyrinth
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 3
Traits
Aberration
Manticore
Check
Combat
15
Powers
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
Monster 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
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
Aberration
Check
Combat
9
Powers
Immune to Poison.
Before acting, another local character summons and encounters this monster.
If undefeated, suffer the scourge Plagued.
Barrier 1
Traits
Task
Check
Wisdom
Craft
Divine
Survival
8
Powers
You may bury a Healing boon to defeat this barrier.
If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.
Barrier 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 2
Traits
Lock
Magic
Trigger
Check
Arcane
Divine
Perception
9
Powers
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Barrier 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 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 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.
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 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
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 3
Traits
Sword
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Spell 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 3
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
Check
Intelligence
Wisdom
Arcane
Divine
11
Powers
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
11
Powers
Display. While displayed:
• For your combat checks, you may use Arcane + 3d6.
• At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
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
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 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
Shield
Offhand
Magic
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 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
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 3
Traits
Heavy Armor
Magic
Loot
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer any damage, you may recharge to reduce it by 1.
• When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Item 3
Traits
Accessory
Magic
Check
Charisma
Diplomacy
9
Powers
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character’s traits until the end of the turn, then banish that character.
Item 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.
Item 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Display. While displayed:
• Remove your scourge Frightened.
• You may banish to ignore a monster’s before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.
Item P2
Traits
Liquid
Alchemical
Check
Constitution
Divine
Fortitude
7
Powers
Banish or shuffle into another character’s deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Item 3
Traits
Object
Magic
Harrow
Check
Wisdom
Arcane
Divine
Perception
8
Powers
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
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.
Ally 3
Traits
Vermin
Check
Wisdom
Survival
10
OR
Craft
11
Powers
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
Ally 1
Traits
Dwarf
Hireling
Check
Charisma
Diplomacy
6
OR
Craft
4
Powers
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
Ally 2
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
Dragon
Check
Wisdom
Arcane
Survival
9
Powers
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
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
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 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.
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 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Turn: 8 Angban/eddiephlash
Top of Blessing Discard Pile: Benefaction - When this is the hour: No effect.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Remaining: 22
Blessings Deck
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, the difficulty is increased by 3.
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When another character avenges your encounter, heal 1d4 cards.
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Blessing 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 3
Traits
Deity: Desna
Divine
Check
Wisdom
Divine
Perception
8
Powers
WHEN THIS IS THE HOUR
When you play a blessing, you may give a card to any character.
On any check, freely discard to reroll.
Discard to move, then explore.
Blessing 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
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
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 3
Traits
Deity: Irori
Divine
Check
Acrobatics
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
On your check, you may reroll any dice showing 1.
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Blessing 3
Traits
Deity: Urgathoa
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
On your turn, if you would suffer a scourge, a random local character suffers it instead.
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. This exploration, if you would suffer a scourge, a random other character suffers it instead.
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 3
Traits
Deity: Zon-kuthon
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Blessing 3
Traits
Deity: Nethys
Divine
Check
Intelligence
Arcane
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would examine the top card of a location, you may examine the top 2 cards instead.
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Blessing 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
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: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
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
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 2
Traits
Deity: Lamashtu
Divine
Veteran
Check
Intelligence
Arcane
Divine
5+#
Powers
WHEN THIS IS THE HOUR
On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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
Suit: Stars
Harrow
Veteran
Check
Wisdom
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
All damage is Mental damage that cannot be reduced.
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Blessing 1
Traits
Deity: 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.
Dungeons
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Angban
Notes:
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:4 W:2 Sp:0 Ar:0 I:2 Al:1 Bl:1 ?:0
Item 2
Traits
Accessory
Magic
Check
Intelligence
Arcane
Craft
9
Powers
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane’s before acting or after acting power, reveal to reduce it by 1.
Item 2
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.
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this 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.
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.
Monster 1
Traits
Animal
Aquatic
Check
Combat
11
Powers
Vulnerable to Cold.
Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage.
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.
Monster 1
Traits
Undead
Skeleton
Check
Combat
14
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage.
Barrier 3
Traits
Trap
Construct
Check
Dexterity
Acrobatics
Disable
Stealth
11
Powers
If undefeated, display this barrier at your location. While displayed, at this location:
• When you explore, suffer 1d4 Combat damage.
• For your first exploration of your turn, you may encounter this barrier.
• When this location is closed, banish this barrier.
Barrier 1
Traits
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 1
Traits
Trap
Poison
Veteran
Check
Craft
Disable
6+#
Powers
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
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.
Barrier 3
Traits
Trigger
Trap
Construct
Check
Wisdom
Disable
Perception
Stealth
13
Powers
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
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:2 Sp:0 Ar:1 I:1 Al:1 Bl:1 ?:1
Located here: Cogsnap,
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.
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 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 3
Traits
Undead
Skeleton
Check
Combat
17
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Barrier 2
Traits
Lock
Obstacle
Task
Check
Dexterity
Diplomacy
Disable
Stealth
9
Powers
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
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.
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.
Monster 2
Traits
Human
Ranger
Veteran
Check
Combat
10+##
OR
Wisdom
5+#
Powers
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Item 3
Traits
Instrument
Magic
Check
Constitution
Charisma
10
Powers
When a local character encounters a monster, display at your location.
While displayed:
• When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
• At the start of your turn, discard this card; if proficient, recharge it instead.
Ally 2
Traits
Human
Soldier
Check
Charisma
Diplomacy
Knowledge
10
Powers
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Story Bane Barrier 3
Traits
Obstacle
Fire
Veteran
Check
Dexterity
Constitution
Acrobatics
Fortitude
5+#
Powers
Before acting, each local character suffers 1 Fire damage.
If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.
Barrier 2
Traits
Lock
Trap
Check
Strength
Dexterity
Disable
Divine
10
Powers
If undefeated, mark this barrier’s location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Barrier 3
Traits
Trap
Elemental
Check
Combat
14
OR
Disable
Fortitude
Perception
9
Powers
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
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
River
Traits: Aquatic, Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M:3 Ba:2 W:0 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:0
Located here: Ezren, Radovan
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.
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.
Monster 1
Traits
Outsider
Check
Combat
10
Powers
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
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.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Monster 1
Traits
Undead
Incorporeal
Check
Combat
14
OR
Divine
8
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Monster 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.
Laboratory
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
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:2 Ba:1 W:2 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Sajan
Weapon 1
Traits
Bow
Ranged
Piercing
Fire
2-handed
Magic
Check
Dexterity
Ranged
Stealth
9
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
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 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.
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.
Story Bane Monster 3
Traits
Outsider
Rakshasa
Monk
Check
Combat
17
THEN
Combat
13
OR
Charisma
Diplomacy
8
Powers
Resistant to Attack. Vulnerable to Piercing.
After the roll, if the check was not blessed, reroll 1 die with the highest value.
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.
Barrier 3
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
| Angban |
Start turn at Oubuliette. Hour is Benefaction. Top card of Oubuliette is Ring Of Evasion. Move it to Twisting Passages.
Explore, examining top 2: Horn Of Blasting and Elven Curve Blade. Encounter the horn, shuffling the blade into the location.
Fort 7: 1d10 + 3 ⇒ (9) + 3 = 12 Acquired!
Discard Lucky Drunk to move to random location: 1d4 ⇒ 4: Lair card 1: Flaming Shortbow.
Ranged 9: 1d8 + 6 ⇒ (7) + 6 = 13 Acquired!
End turn. Examine top of Lair: Magic Leather Armor. Reset hand, drawing 0.
Hand: Blessing of Achaekek, Hand Cannon, Dragon Pistol +1, Horn Of Blasting, Flaming Shortbow,
Displayed: Adamantine Bullets,
Deck: 10 Discard: 4 Buried: 2
Current Location: Lair
Hero Points: 3
Shirt Reroll: Available
NOTES:
Available Support: Combat help. Dragon Pistol adds d6 to local combat, Hand Cannon adds 2d6 to distant combat. Shortbow adds d8 and fire to ANY combat. Achaekek double blesses vs story banes. Horn adds 2d4 on local combat or vs local Lock/ObstacleSkirmish barrier.
Movement: River (or wherever the maze or the bottle takes me)
Middle of Deck (Unknown Order): Blessing of Alkenstar, Dragon Pistol, Gorum's Iron, Poisoned Bullets, Voidglass Armor, Hide Armor
Recharged: Powder Horn, Surgeon, Benevolent Buckler, Toxic Blunderbuss +1,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Ranged: Dexterity + 3
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +3
Intelligence d6 ☐ +1 ☐ +2
Craft: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1 ☐ +2
Traits: Dwarf, Gunslinger
Favored Card: Armor or Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armors, Weapons
POWERS:
When you play an armor to reduce damage dealt to you, reduce it by an additional 1 (☐ 3).
At the end of your turn, you may recharge a buried weapon that has the Firearm trait (☐ or a buried armor).
☑ Gain the skill Craft: Intelligence +3.
For the first exploration of your turn, you may examine the top 2 cards of your location deck. Choose 1 to encounter; you must encounter a monster if you found any. Then shuffle the rest into the deck.
| Ezren the Explorer |
During Angban's turn reload Zellara's Harrow Deck to examine the top 3 cards of my deck. Place False Life on top then Zellara's Harrow Deck, then Mist Horn.
The Demon’s Lantern: On your check against a barrier, the difficulty is increased by 3.
Examine the top card of my deck: False Life. Draw it. Examine River card 1 Deathgrip. Reload it on top of Lair.
Move to Lair.
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.
arcane 8 aided by suit: 1d12 + 1d4 + 5 ⇒ (7) + (3) + 5 = 15
Recharge Fly (Core) to examine the next card: Giant Toad. Recharge Bloodscent to encounter it.
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.
combat 10 displaying Harrowstrike, displaying Enhance for Intelligence: 1d12 + 1d6 + 9 ⇒ (11) + (6) + 9 = 26
Recharge False Life to examine the next card: Infantry Devil. Recharge Good Omen (Core) to encounter it.
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.
combat 14 sending Harrowstrike to recovery, aided by Enhance: 1d12 + 2d6 + 9 ⇒ (12) + (6, 3) + 9 = 30
leech self: 1d4 - 1 ⇒ (4) - 1 = 3
End turn. Examine Lair card 5 Frost Longspear. Reload it onto Twisting Passages. Enhance moves to recovery.
Ezren ends their turn.
Ezren attempts to recover all cards in their Recovery pile.
Harrowstrike: Arcane 9: 1d12 + 1d4 + 5 ⇒ (1) + (3) + 5 = 9 -> Harrowstrike recharged.
Enhance: Arcane 7: 1d12 + 1d4 + 5 ⇒ (7) + (4) + 5 = 16 -> Enhance recharged .
Ezren resets their hand.
Hand: Disable Mechanism (Core), Deathgrip, Cat (Core), Chain Lightning (Core), The Dance, Good Omen (Core), Leech,
Displayed:
Deck: 16 Discard: 1 Buried: 0
"Current Location: Lair
Hero Points: 5"
"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+#.
The Dance: On another character's check, discard to bless twice.
Disable Mechanism (Core): On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.
Movement: Move me to Arsenal if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Frost Ray (Core), Zellara's Harrow Deck, Spellbook (Core), The Wanderer, Bloodscent, Card Caster, Locate Object (Core), Fate-reader Lenses, Wounding Spear-axe, False Life, Mist Horn (Core), Fly (Core), Bound Imp (Core), Soothing Word
Recharged: Harrowstrike, Enhance,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane Intelligence +2
Craft Intelligence +1
Knowledge Intelligence +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.
[x] On your non-Intelligence check, you may discard a spell to add your Intelligence.
River card 1 acquired.
Lair cards 3 and 4 banished. Lair card 5 moved to the top of Twisting Passages.
| MorkXII - Sajan 1017 |
Hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
Swap Blackjack's Daggers into Kit for Shining Wayfinder.
Examine Lair: Vimanda
Move to Oubliette.
Explore: Shock Glaive Banished.
Discard Wayfinder to examine: Ill Tidings and encounter it.
Top card of the hour glass is: The Paladin
Ezren casts Good Omen
Strength 4+#=7: 1d8 + 1d6 + 3 ⇒ (8) + (5) + 3 = 16 Acquired.
Ill Tidings defeated.
Close:
Ezren discards The Dance to double bless.
Fort 5+#=8: 1d8 + 2 + 2d8 ⇒ (5) + 2 + (7, 3) = 17 Closed.
Heal: Mouse
Move to River.
Recharge Shining Wayfinder to examine top two: Dissident Guard and Hell Hound. Encounter Hellhound.
BA, Radovan and Sajan both take 1 Fire damage
Sajan's damage blocked by Sajan's char power.
Reveal Blackjack's Rapier
Combat 10: 1d8 + 5 + 1d6 + 2 ⇒ (6) + 5 + (6) + 2 = 19 Defeated.
End of turn:
Examine: Dissident Guard. Encounter it.
Recharge The Paladin to bless and add Charisma
Charisma 6: 1d6 + 1d6 + 1d6 ⇒ (2) + (4) + (5) = 11 Defeated.
Draw new ally: Korvosan Dandy.
Close:
Recharge Prayer to bless.
Fort 5+#=8: 1d8 + 2 + 1d8 ⇒ (8) + 2 + (8) = 18 Closed.
Give Bat to Cogsnap.
Move to Lair.
Draw up to 5.
Skills and Powers:Hand: Blackjack's Rapier, Invigorating Temple Sword +2, Korvosan Dandy, Blessing of Abadar, PrayerSkills STRENGTH d8
Melee +1
DEXTERITY d8 +3
Acrobatics +2
CONSTITUTION d6
Fortitude +2
INTELLIGENCE d6
WISDOM d8
Perception +1
CHARISMA d6Powers
EXILED PADAPRAJNA
HAND SIZE 5 ☐ 6 R☐ 7
For your combat check, you may recharge a card to use Acrobatics or Melee + 1d6 ([X1] 1d10 and add the Magic trait) plus the card’s level and add the Bludgeoning and Melee traits.
On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
When you play a blessing on your check, you may recharge it instead of discarding it. (R☐ A local character may do so on your check.)
When you suffer Combat (R[X3] or a local character suffers) ([X2] or any) damage, reduce it by 1. (R☐ Before you discard cards as damage, you may reload up to 2 cards.)
R☐ Gain the skill Melee: Strength +3 and you are proficient with Melee weapons.
R☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged weapons.
R☐ On your check, you may recharge an item (R☐ or a boon) to reroll a die.BLACKJACK
HAND SIZE 5 ☐ 6 +1 ☐ +2
PROFICIENCIES Weapon
For your combat check, you may recharge a card to use Acrobatics or Melee + 1d6 ([X1] 1d10 and add the Magic trait) plus the card’s level and add the Bludgeoning and Melee traits.
On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
When you play a blessing on your check, you may recharge it instead of discarding it.
When you suffer Combat ([X2] or any) damage, reduce it by 1.
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X3] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead ([ and add 1d6 to your checks against it).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.WEAPON 2 ☐ 3
SPELL 0 ☐ 1 ☐ 2
ITEM 3 [X2] 4 ☐ 5
ALLY 3 ☐ 4 ☐ 5
BLESSING 7 [X1] 8 [X3] 9 ☐ 10
Displayed: Blackjack's Daggers, Blessing of the Gods, Cook
Deck: 9 Discard: 4 Buried: 3
Hero Points: 1 Shirt Reroll Available (CCT-3C): Yes
Notes: Role: Blackjack
Kit: BotG, Cook, Wayfinder
Blessing of Abadar:Blessing of Abadar
Blessing 1Traits
Divine
AbadarPowers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.Prayer:Prayer
Blessing 0Traits
DivineChecks
Wisdom
Divine
3Powers
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.
| MorkXII - Sajan 1017 |
During This Adventure: Adventure 3: Escape from Old Korvosa
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 3D: The Vivified Labyrinth
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 2
Traits
Animal
Aquatic
Check
Combat
15
Powers
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Monster 1
Traits
Construct
Check
Combat
12
Powers
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
If undefeated, suffer the scourge Dazed.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Monster 3
Traits
Animal
Check
Combat
13
Powers
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
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 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 1
Traits
Obstacle
Lock
Veteran
Check
Strength
Melee
10+#
OR
Disable
6+#
Powers
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Barrier 2
Traits
Lock
Magic
Trigger
Check
Arcane
Divine
Perception
9
Powers
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Barrier 3
Traits
Cache
Lock
Trap
Magic
Check
Disable
8
OR
Fortitude
10
Powers
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier’s location with the scourge Poisoned and banish this barrier.
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 1
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
Stealth
11
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
Traits
Sword
Melee
Slashing
Finesse
Magic
Red Mantis
Veteran
Check
Strength
Acrobatics
Melee
13
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
Weapon 3
Traits
Chain
Ranged
Bludgeoning
Acid
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Weapon 3
Traits
Sword
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Spell 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.
Spell 2
Traits
Magic
Divine
Animal
Check
Wisdom
Divine
7
Powers
Display. While displayed:
• On your Dexterity and Charisma checks, add 1d6.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
11
Powers
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Freely display. While displayed:
• On combat checks to defeat monsters, add 1d6 and the Poison trait.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Spell 3
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
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.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 4.
• When you suffer any damage, you may discard to reduce it to 0.
• You may discard to remove 1 of your scourges.
Armor 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 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
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.
Item 2
Traits
Wand
Magic
Arcane
Divine
Attack
Fire
Veteran
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
11
Powers
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Item 3
Traits
Liquid
Alchemical
Poison
Check
Intelligence
Craft
9
Powers
Display. While displayed:
• On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Item 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 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.
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.
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Disable
6
Powers
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
Ally 1
Traits
Animal
Acid
Check
Wisdom
Survival
6
Powers
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
Ally 2
Traits
Dragon
Check
Wisdom
Arcane
Survival
9
Powers
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
Ally 3
Traits
Human
Wizard
Check
Intelligence
Arcane
10
OR
Charisma
Diplomacy
14
Powers
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
Ally 1
Traits
Dwarf
Hireling
Check
Charisma
Diplomacy
6
OR
Craft
4
Powers
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
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 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 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: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
Your non-combat check against a bane is blessed.
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Turn: 11 Cogsnap/Wilderredbeard
Top of Blessing Discard Pile: Desna’s Freedom - When this is the hour: On each check, the first blessing played to bless may be played freely.
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessings Remaining: 18
Blessings Deck
Blessing 3
Traits
Deity: Desna
Divine
Check
Wisdom
Divine
Perception
8
Powers
WHEN THIS IS THE HOUR
When you play a blessing, you may give a card to any character.
On any check, freely discard to reroll.
Discard to move, then explore.
Blessing 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
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
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 3
Traits
Deity: Irori
Divine
Check
Acrobatics
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
On your check, you may reroll any dice showing 1.
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Blessing 3
Traits
Deity: Urgathoa
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
On your turn, if you would suffer a scourge, a random local character suffers it instead.
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. This exploration, if you would suffer a scourge, a random other character suffers it instead.
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 3
Traits
Deity: Zon-kuthon
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Blessing 3
Traits
Deity: Nethys
Divine
Check
Intelligence
Arcane
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would examine the top card of a location, you may examine the top 2 cards instead.
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Blessing 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
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: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
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
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 2
Traits
Deity: Lamashtu
Divine
Veteran
Check
Intelligence
Arcane
Divine
5+#
Powers
WHEN THIS IS THE HOUR
On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
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
Suit: Stars
Harrow
Veteran
Check
Wisdom
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
All damage is Mental damage that cannot be reduced.
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Blessing 1
Traits
Deity: 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.
Dungeons
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
Oubliette
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:
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:3 Sp:0 Ar:2 I:2 Al:1 Bl:1 ?:1
Located here: Cogsnap,
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.
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.
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.
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.
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 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 3
Traits
Undead
Skeleton
Check
Combat
17
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Barrier 2
Traits
Lock
Obstacle
Task
Check
Dexterity
Diplomacy
Disable
Stealth
9
Powers
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
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.
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.
Monster 2
Traits
Human
Ranger
Veteran
Check
Combat
10+##
OR
Wisdom
5+#
Powers
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Item 3
Traits
Instrument
Magic
Check
Constitution
Charisma
10
Powers
When a local character encounters a monster, display at your location.
While displayed:
• When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
• At the start of your turn, discard this card; if proficient, recharge it instead.
Ally 2
Traits
Human
Soldier
Check
Charisma
Diplomacy
Knowledge
10
Powers
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Story Bane Barrier 3
Traits
Obstacle
Fire
Veteran
Check
Dexterity
Constitution
Acrobatics
Fortitude
5+#
Powers
Before acting, each local character suffers 1 Fire damage.
If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.
Barrier 2
Traits
Lock
Trap
Check
Strength
Dexterity
Disable
Divine
10
Powers
If undefeated, mark this barrier’s location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Barrier 3
Traits
Trap
Elemental
Check
Combat
14
OR
Disable
Fortitude
Perception
9
Powers
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
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
River
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: Radovan
Laboratory
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
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:0 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Ezren, Angban, Sajan,
Story Bane Monster 3
Traits
Outsider
Rakshasa
Monk
Check
Combat
17
THEN
Combat
13
OR
Charisma
Diplomacy
8
Powers
Resistant to Attack. Vulnerable to Piercing.
After the roll, if the check was not blessed, reroll 1 die with the highest value.
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.
Barrier 3
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
| Ezren the Explorer |
During Sajan's turn cast Good Omen and recharge The Dance due to the hour.
Ezren attempts to recover all cards in their Recovery pile.
Good Omen (Core): Arcane 8: 1d12 + 1d4 + 5 ⇒ (7) + (1) + 5 = 13 -> Good Omen (Core) recharged.
| Cogsnap - WilderRedbeard |
Off turn:Receive Prayer from Sajan.
The hour of Desna's Freedom
When this is the hour: On each check, the first blessing played to bless may be played freely.
Bury Charm Person to draw a random Ally that lists Diplomacy: Tinker
Examine top card of location and move Frost Longspear to top of Lair.
Remain at Twisting Passages.
Explore:
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.
Display armor.
Discard Tinker to explore:
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.
Send Blast Stone to recovery in place of Ambrosia to heal Cogsnap: 1d4 + 1 ⇒ (1) + 1 = 2 cards (The Vision & The Snakebite).
Display Armored Coat. End turn. Examine top card of location and move Full Plate to top of Lair.
Auto-succeed at Blast Stone recovery. Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached:
ambient sound of clinking bottles
"Hang on, I'm almost there. Don't start the fight without me. If only I could get this blasted armor on... and find my way out of these passages. Where am I?"
Hand: Heavy Crossbow, Galvanic Chakram +1, Tangleburn Bag, Liquid Persuasion, Ambrosia, Prayer (acq), Ring of Evasion (acq),
Displayed: Bloodroot Poison (acq), Magic Leather Armor (acq), Armored Coat,
Deck: 13 Discard: 3 Buried: 1
Current Location: Twisting Passages
Hero Points (Available): 0
NOTES:
Available Support: Heavy Crossbow & Ambrosia available.
Other: Dice Re-Roll Used for 3D?: N
Middle of Deck (Unknown Order): Embalming Fluid, Clockwork Servant, The Vision (Harrow), Gentleman Explorer, Burglar's Bracers, Helpful Haversack (acq), The Snakebite, Blackfingers, Stone Skin, Enervation (acq), Acid Flask, Tinker
Recharged: Blast Stone,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Weapons, Alchemical, Arcane
POWERS: BLOODBOMBER Role Card
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. □ During recovery, you may discard (□ or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check.
□ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
| Radovan - Katlyn99 |
"OFF-TURN ACTIONS: Sajans turn - display Giant Fly
(1) next to Quang due to Sajan taking damage. Display Manticore (3) next to Norge due to Radovan being dealt fire damage.
Move to Lair when River closes."
Hourglass Discard: Lady Luck
WHEN THIS IS THE HOUR: When you play a blessing, you may give a card to any character.
Move top card of Lair (Full Plate) to Twisting Passages
Explore: Frost Longspear
Auto Fail
Discard The Joke to explore
Explore: Vimanda
Guard check bot for Cogsnap at the Twisting Passages:
Wisdom 5+3=8: 1d6 + 1d10 + 5 + 1d4 ⇒ (3) + (1) + 5 + (4) = 13
Now for the villain:
Banish Ghast (3) and Demonling (1). Reload keen rapier. Discard The Locksmith to bless twice. Reveal belt
Combat 17: 1d8 + 5 + 1d4 + 1 + 2 + 1d8 + 3 + 2d6 + 1 + 1d6 + 1 + 1d4 + 2d8 + 1 ⇒ (7) + 5 + (2) + 1 + 2 + (3) + 3 + (3, 6) + 1 + (2) + 1 + (3) + (3, 6) + 1 = 49
Banish Manticore (3). Reload humanbane rapier. Reveal belt
combat 13: 1d8 + 5 + 1d4 + 1 + 2 + 1d6 + 1 + 1d4 + 1d8 + 3 + 1 ⇒ (7) + 5 + (2) + 1 + 2 + (1) + 1 + (2) + (7) + 3 + 1 = 32
reroll due to not being blessed
combat 13: 1d8 + 25 ⇒ (2) + 25 = 27
Villain defeated, we win!
| MorkXII - Sajan 1017 |
DEVELOPMENT:
The rakshasa siblings Bahor and Vimanda—known as the merchants Glorio and Meliya Arkona—will trouble Korvosa no more. Deep in their labyrinths, you free Vencarlo Orisini and Seneschal Neolandus Kalepopolis. Vencarlo seems impressed—perhaps even relieved—to see someone else bear the mantle of Blackjack.
“A fine tradition is passed on,” he says. “But we have other things to fret about! Tell Neolandus of what has transpired!”
You describe the queen’s declaration of martial law, her survival of an assassination attempt, and her possible link to the blood veil.
“We must leave,” says the seneschal.
SCENARIO REWARD:
Supporter 3
Traits
Human
Aristocrat
Check
Powers
Display. While displayed:
• You may bury to draw a new ally that lists Diplomacy in its check to acquire.
• [] On your check against a story bane, you may bury an ally to add 1d6.
ADVENTURE REWARD:
ACQUIRED CARDS:
Weapon 3 Wounding Spear-axe
Weapon 1 Flaming Shortbow
Spell 2 Deathgrip
Spell 2 Enervation
Spell 1 Bloodscent
Spell 1 Charm Person
Armor 1 Magic Leather Armor
Item 2 Horn Of Blasting
Item 2 Ring Of Evasion
Item 1 Helpful Haversack
Ally 1 Korvosan Dandy
Ally 1 Priest Of Abadar
Ally 1 Tinker
Blessing 1 The Dance
Blessing 1 The Paladin
| MorkXII - Sajan 1017 |
Adventure 4—A History of Ashes
UPGRADE THE VAULT:
DURING THIS ADVENTURE:
Curse 4A: Red Moon
“You have done my people a great favor by returning the body of my grandson, and by killing the necromancer who defiled his remains,” says Thousand Bones in the glimmer of the Bone Council fire. “I sense you’ve come to me to ask something in return.”
You have come to the Shoanti homelands at the urging of Castle Korvosa’s seneschal, Neolandus Kalepopolis. The seneschal gave you scrolls that allow you to return to Korvosa briefly while exploring these barbarian lands. “The queen is a madwoman,” he said before he and Vencarlo took refuge. “Bahor let slip that Ileosa’s power comes from her crown, crafted of the teeth of a dragon. We must learn more of this relic.”
Here in the Cinderlands, the Shoanti protect relics. At your mention of the crown, Thousand Bones nods.
“Our tribe, the Skoan-Quah, is but one of three in the Cinderlands. We are shunned by the Lyrune-Quah and the Sklar-Quah for our willingness to mix with your kind. My words do not reach their ears when I warn them of Queen Ileosa and her rise in power. They hear tales of the city in flames, of its king dead, of disease ravaging its people, and they see this as a just punishment for a hated enemy. They are blind to the greater threat to us all.”
To complete your mission, he explains, you must gain the respect of all three tribes. His Skoan-Quah tribe—the Clan of the Skull—will assist you if you recreate the legendary deeds of Shoanti warriors past. The Sklar-Quah—the Clan of the Sun—will help if they hear of your deeds, but not from Thousand Bones’s tribesmen. Instead, you will need the words of a truthspeaker that the Sklar-Quah respect. Only the Lyrune-Quah—the Clan of the Moon—can provide such a truthspeaker, a man named Akram.
Thousand Bones has a disturbing vision of the House of the Moon, a sacred site of the Lyrune-Quah. Its Moon Maidens are scattered, and Akram is nowhere to be found. But inside the shrine is a rampaging beast called a red reaver. It is attracted to beauty, and there is little more beautiful on these plains than the ancient temple of Desna. If you rally the Moon Maiden warriors to your side and chase away this beast, the respect of the Lyrune-Quah will be yours.
LOCATIONS:
1-Base
1-Repository
1-Shrine
2-Reading Room
3-Dunes
4-River
5-Trail
6-Tower
STORY BANES:
SETUP:
DURING THIS SCENARIO:
| MorkXII - Sajan 1017 |
(S,C,R,A,E): 1d9 + 1d8 + 1d7 + 1d6 + 1d5 ⇒ (7) + (4) + (7) + (3) + (3) = 24
Sajan: The Keep
Cogsnap: The Cyclone
Radovan: The Uprising
Angban: The Big Sky
Ezren: The Fiend
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
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: 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 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Blessing 1
Traits
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.
| MorkXII - Sajan 1017 |
During This Adventure: Adventure 4: Adventure 4—A History of Ashes
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 4A: Red Moon
STORY BANES:
SETUP:
DURING THIS SCENARIO:
Ally 5
Traits
Loot
Human
Barbarian
Respect
Check
Charisma
Diplomacy
11
OR
Summon And Defeat A Monster
0
Powers
Display. While displayed:
• On all combat and Fortitude checks, add 1d6.
• At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Scourge 0
Traits
Check
Powers
WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 4
Traits
Gargoyle
Check
Combat
21
Powers
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Monster 4
Traits
Outsider
Demon
Check
Combat
24
Powers
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
Monster 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 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 3
Traits
Outsider
Devil
Check
Combat
17
OR
Arcane
10
Powers
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
Barrier 0
Traits
Obstacle
Fire
Veteran
Check
Dexterity
Acrobatics
6+#
OR
Constitution
Craft
Fortitude
7+#
Powers
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Barrier 4
Traits
Trigger
Curse
Undead
Check
Intelligence
Perception
11
OR
Wisdom
Divine
13
Powers
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
Barrier 3
Traits
Cache
Lock
Trap
Magic
Check
Disable
8
OR
Fortitude
10
Powers
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier’s location with the scourge Poisoned and banish this barrier.
Barrier 3
Traits
Trigger
Trap
Construct
Check
Wisdom
Disable
Perception
Stealth
13
Powers
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Barrier 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.
Weapon 4
Traits
Hammer
Melee
Bludgeoning
2-handed
Respect
Magic
Check
Strength
Melee
15
Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 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.
Weapon 2
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Acrobatics
Melee
11
Powers
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
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 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.
Spell 0
Traits
Magic
Arcane
Divine
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
Freely display next to a local character and choose a skill. While displayed:
• On their checks using that skill, add 1+#.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Attack
Undead
Check
Intelligence
Arcane
9
Powers
For your combat check, banish to use Arcane + 2d6, then you may heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Spell 4
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
12
Powers
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
13
Powers
Display next to a local character.
While displayed:
• This character’s Strength and Constitution skills are 1d12+4.
• On this character’s Strength checks, add 1d4.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
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
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 3
Traits
Heavy Armor
Magic
Loot
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer any damage, you may recharge to reduce it by 1.
• When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 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.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Acrobatics
Fortitude
10
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
Item 4
Traits
Craft
Object
Magic
Check
Intelligence
Arcane
Divine
11
Powers
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
Item 2
Traits
Liquid
Paint
Check
Melee
Divine
5
Powers
Display. While displayed:
• On your checks against Undead banes, add 1d8.
• When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Item 2
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.
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Item P2
Traits
Liquid
Alchemical
Check
Constitution
Divine
Fortitude
7
Powers
Banish or shuffle into another character’s deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Ally 2
Traits
Human
Soldier
Check
Charisma
Diplomacy
Knowledge
10
Powers
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Ally 4
Traits
Human
Oracle
Respect
Check
Charisma
Diplomacy
Divine
12
OR
Recharge A Respect Boon
0
Powers
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
Ally 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.
Ally 4
Traits
Outsider
Agathion
Healing
Check
Wisdom
Survival
11
OR
Divine
9
Powers
At the end of a local character’s turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
Blessing 3
Traits
Deity: Calistria
Divine
Check
Charisma
Divine
8
Powers
WHEN THIS IS THE HOUR
On your checks while you avenge, bless.
On a local check, recharge to bless.
To let any character avenge, recharge.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
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: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
When a local character fails to acquire a boon, you may bury a card to encounter it.
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Turn: 1 Angban/eddiephlash
Top of Blessing Discard Pile: The Fiend - When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer a scourge on your turn, each local character suffers it.
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Blessings Remaining: 29
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: 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: 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.
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 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 3
Traits
Deity: Gozreh
Divine
Check
Wisdom
Divine
Survival
8
Powers
WHEN THIS IS THE HOUR
At the start of the turn, any character may recharge a card to move.
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, 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.
Proxy 0
Traits
Check
None
0
Powers
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 2
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: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 3
Traits
Deity: Zon-kuthon
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Blessing 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.
Proxy 0
Traits
Check
None
0
Powers
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Blessing 1
Traits
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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 0
Traits
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.
Proxy 0
Traits
Check
None
0
Powers
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 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: 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
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
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.
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:2 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
Item 4
Traits
Liquid
Alchemical
Attack
Electricity
Ranged
Check
Intelligence
12
Powers
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non–story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Weapon 3
Traits
Knife
Melee
Slashing
Electricity
Finesse
Magic
Check
Strength
Acrobatics
Melee
12
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Barrier 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.
Item 4
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Barrier 4
Traits
Task
Respect
Check
Strength
7
OR
Constitution
Fortitude
12
Powers
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Proxy 0
Traits
Check
None
0
Powers
Spell 3
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
11
Powers
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Weapon 4
Traits
Loot
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Blackjack
Check
Strength
Acrobatics
Melee
13
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
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.
Monster 3
Traits
Outsider
Elemental
Incorporeal
Check
Combat
14
Powers
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
Shrine
Traits: Sacred, Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M:2 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:2
Notes: Red Reaver (villain)
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.
Monster 3
Traits
Construct
Golem
Check
Combat
18
Powers
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster’s immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
Blessing 3
Traits
Deity: Gorum
Divine
Check
Divine
Melee
Ranged
8
Powers
WHEN THIS IS THE HOUR
On your combat check, you may reveal any number of weapons; for each, add 1.
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, banish to use Arcane + 3d6. 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 10 check to recharge it instead.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Monster 1
Traits
Outsider
Elemental
Fire
Veteran
Check
Combat
11+##
Powers
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Story Bane Monster 4
Traits
Aberration
Check
Combat
25
Powers
When encountered, each character who is not marked with the scourge Honor-Tested suffers the scourge Frightened and summons and encounters the story bane Collapse.
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.
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 3
Traits
Trap
Construct
Check
Dexterity
Acrobatics
Disable
Stealth
11
Powers
If undefeated, display this barrier at your location. While displayed, at this location:
• When you explore, suffer 1d4 Combat damage.
• For your first exploration of your turn, you may encounter this barrier.
• When this location is closed, banish this barrier.
Proxy 0
Traits
Check
None
0
Powers
Reading Room
Traits: Sacred, Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M:1 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:3 ?:1
Barrier 3
Traits
Trap
Magic
Check
Dexterity
Acrobatics
Perception
11
OR
Disable
9
Powers
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
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.
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.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Spell 3
Traits
Magic
Divine
Check
Wisdom
Divine
11
Powers
Display. While displayed:
• On local checks, add 1d6.
• At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
Proxy 0
Traits
Check
None
0
Powers
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
12
OR
Wisdom
Divine
13
Powers
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
• At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
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 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
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.
Dunes
Traits: Wild
At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
When Closing: Acquire the top blessing of the hourglass.
When Permanently Closed: No effect.
M:2 Ba:2 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:1 ?:1
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Barrier 1
Traits
Cache
Lock
Trap
Veteran
Check
Strength
Melee
11+#
OR
Disable
7+#
Powers
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
11
Powers
Display. While displayed:
• For your combat checks, you may use Arcane + 3d6.
• At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Proxy 0
Traits
Check
None
0
Powers
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Item 4
Traits
Liquid
Paint
Respect
Check
Melee
Fortitude
7
Powers
Display. While displayed:
• When you suffer Electricity or Fire damage, reduce it by 3.
• When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
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.
Blessing 3
Traits
Deity: Iomedae
Divine
Check
Charisma
Diplomacy
Divine
8
Powers
WHEN THIS IS THE HOUR
On your check, you may discard an armor or the top card of your deck to add 1d6.
On another character’s check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Monster 2
Traits
Human
Ranger
Veteran
Check
Combat
10+##
OR
Wisdom
5+#
Powers
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
River
Traits: Aquatic, Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M:3 Ba:1 W:0 Sp:1 Ar:1 I:2 Al:0 Bl:1 ?:1
Monster 2
Traits
Minotaur
Check
Combat
15
OR
Fortitude
8
Powers
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Spell 3
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 2; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4+1 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
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.
Monster 4
Traits
Giant
Check
Combat
22
Powers
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Proxy 0
Traits
Check
None
0
Powers
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.
Armor 3
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
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.
Barrier 3
Traits
Obstacle
Construct
Elemental
Electricity
Check
Dexterity
Constitution
Acrobatics
Fortitude
10
Powers
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Trail
Traits: Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M:4 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
All damage is Mental damage that cannot be reduced.
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Monster 2
Traits
Construct
Check
Combat
12
OR
Craft
8
Powers
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
Barrier 1
Traits
Trap
Magic
Veteran
Trigger
Check
Arcane
Divine
4+#
OR
Disable
6+#
Powers
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Monster 4
Traits
Dragon
Check
Combat
18
OR
Survival
12
Powers
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Monster 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.
Item 3
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
12
Powers
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Barrier 2
Traits
Lock
Trap
Check
Strength
Dexterity
Disable
Divine
10
Powers
If undefeated, mark this barrier’s location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
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.
Monster 3
Traits
Aberration
Basilisk
Check
Combat
14
Powers
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
Proxy 0
Traits
Check
None
0
Powers
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 2
Traits
Human
Cleric
Check
Powers
Display. While displayed:
• On all checks against Undead banes, add 1d4.
• □ You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
Supporter 1
Traits
Human
Bard
Veteran
Check
Powers
Display. While displayed:
• On any non-combat check, you may bury to add 1d4+#.
• □ You may bury to heal a character a card and/or remove a scourge from them.
Supporter 3
Traits
Human
Aristocrat
Check
Powers
Display. While displayed:
• You may bury to draw a new ally that lists Diplomacy in its check to acquire.
• □ On your check against a story bane, you may bury an ally to add 1d6.
Supporter 1
Traits
Human
Shaman
Respect
Check
Powers
Display. While displayed:
• You may bury to heal a character 1d4+1 cards.
• □ You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Supporter 2
Traits
Human
Cleric
Check
Powers
Display. While displayed:
• You may bury to heal each local character a card.
• You may bury to remove a scourge from each local character.
• □ You may bury to draw a new blessing.
Supporter 1
Traits
Human
Aristocrat
Check
Powers
Display. While displayed:
• On any check to acquire, you may bury to add 1d6.
• □ You may bury to draw 2 new items, then banish 1 of them.
Supporter 1
Traits
Human
Expert
Check
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6.
• □ On any combat check, you may bury to reroll.
Supporter 3
Traits
Elf
Cleric
Check
Powers
Display. While displayed:
• After you discard cards as damage, you may draw a card.
• □ When you would fail your combat check, you may bury to add 1d8.
Supporter 0
Traits
Human
Soldier
Check
Powers
Display. While displayed:
• You may bury to draw a new weapon or armor.
• □ You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
| Ezren the Explorer |
Removing Quarterstaff (Core) for Soothing Word loot. Removing Gem of Mental Acuity (Core) for Zellara's Harrow Deck loot. Starting location Base.
Hand: Bound Imp (Core), Fly (Core), Zellara's Harrow Deck, Mist Horn (Core), Frost Ray (Core), Disable Mechanism (Core), Fate-reader Lenses, The Fiend,
Displayed:
Deck: 13 Discard: 0 Buried: 0
"Current Location: Base
Hero Points: 5"
"NOTES:
Available Support: Folio reroll:
Blessings are available for use.Fate-reader Lenses: On any Perception check, reveal to add 1d10.
Mist Horn (Core): Display next to a location. While displayed: When a character at this location suffers damage, reduce it by 2.
Disable Mechanism (Core): On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.
The Fiend: On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Movement: Move me to Reading Room if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Lightning Bolt (Core), Enhance, Cat (Core), Spellbook (Core), Chain Lightning (Core), Harrowstrike, Leech, Good Omen (Core), Soothing Word, Locate Object (Core), The Lost, False Life, Card Caster
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane Intelligence +2
Craft Intelligence +1
Knowledge Intelligence +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.
[x] On your non-Intelligence check, you may discard a spell to add your Intelligence.
Draw random blessing #2 The Lost into my discards.
| Radovan - Katlyn99 |
Radovan starts at the Repository. Display Bloodroot Poison.
(If I didn't get an item 3 from the deck upgrades last scenario, the Bloodroot poison is actually theives' tools and is not displayed)
"
Hand: Red Leathers, The Joke, The Vision, Appleslayer, Humanbane Rapier, The Uprising (Harrow),
Displayed: Bloodroot Poison (Core),
Deck: 12 Discard: 0 Buried: 0
Current Location: Repository
Hero Points: 3/3
Reroll used? No
NOTES:
Available Support: Feel free to use my blessing(s).
Movement: Move me to wherever the most characters are or to where cogsnap is when my location closes.
Displayed cards next to Devil Form(s): Displayed Devil Forms
Quang (OOC d6):
Norge (Fire IC d8):
Fell Viridio (Poison IC 2d6):
Middle of Deck (Unknown Order): Grogul, Shadowless Sword, The Locksmith, Zae, Keen Rapier, Red Mantis Mask, Snick, The Demon's Lantern, Belt of Physical Prowess, Rodrick, Alaeron, Snakebite Dagger
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Acrobatics: Dexterity +2 (Quang displayed)
Fortitude: Constitution +2 (Norge displayed)
Perception: Charisma +2 (Fell Viridio)
Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms) (☑ or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
On your non-2-Handed combat check, add 1d4 (□ 1d6); add another 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
☐ When a monster encountered by a character at your location is undefeated (☐ or when you defeat a monster), display a monster from the box next to a displayed devil form.
You may evade your encounter. (Quang displayed)
When you acquire a boon, you may display it next to Quang. (Quang displayed)
On your non-combat check, you may bury a card displayed next to Quang to add 1d6 plus that card's adventure deck number. (Quang displayed)
Reduce Fire damage dealt to you to 0. (Norge displayed)
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (Norge displayed)
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number. (Norge displayed)
Reduce Poison damage dealt to you to 0. (Fell Viridio displayed)
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. (Fell Viridio displayed)
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number. (Fell Viridio displayed)
| Angban |
More Wild than Urban, but acquiring is a scenario goal, so will take Ausio loot this round, swapping out Surgeon. Will start at River.
Hand: Blessing of Alkenstar, Powder Horn, Hide Armor, Toxic Blunderbuss +1, The Lucky Drunk, The Big Sky,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: River
Hero Points: 4
Shirt Reroll: Available
NOTES:
Available Support: Several blessings. Alkenstar adds any die up to d12. Drunk double blesses a local check. Big Sky blesses and removes a scourge.
Movement: Trail (or wherever the maze or the bottle takes me)
Middle of Deck (Unknown Order): Ausio Carowyn, Hand Cannon, Benevolent Buckler, Shock Musket +1, Adamantine Bullets, Poisoned Bullets, Voidglass Armor, Dragon Pistol +1, Blessing of Achaekek, Dragon Pistol, Pepperbox, Gorum's Iron, Craftsman
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Ranged: Dexterity + 3
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +3
Intelligence d6 ☐ +1 ☐ +2
Craft: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1 ☐ +2
Traits: Dwarf, Gunslinger
Favored Card: Armor or Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armors, Weapons
POWERS:
When you play an armor to reduce damage dealt to you, reduce it by an additional 1 (☐ 3).
At the end of your turn, you may recharge a buried weapon that has the Firearm trait (☐ or a buried armor).
☑ Gain the skill Craft: Intelligence +3.
For the first exploration of your turn, you may examine the top 2 cards of your location deck. Choose 1 to encounter; you must encounter a monster if you found any. Then shuffle the rest into the deck.
| MorkXII - Sajan 1017 |
Swap in Salvator Scream loot for Bat.
Start at River.
Skills and Powers:Hand: Blackjack's Rapier, Amulet of Fiery Fists, Shining Wayfinder, Blessing of Abadar, Master of Masters, The KeepSkills STRENGTH d8
Melee +1
DEXTERITY d8 +3
Acrobatics +2
CONSTITUTION d6
Fortitude +2
INTELLIGENCE d6
WISDOM d8
Perception +1
CHARISMA d6Powers
EXILED PADAPRAJNA
HAND SIZE 5 ☐ 6 R☐ 7
For your combat check, you may recharge a card to use Acrobatics or Melee + 1d6 ([X1] 1d10 and add the Magic trait) plus the card’s level and add the Bludgeoning and Melee traits.
On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
When you play a blessing on your check, you may recharge it instead of discarding it. (R☐ A local character may do so on your check.)
When you suffer Combat (R[X3] or a local character suffers) ([X2] or any) damage, reduce it by 1. (R☐ Before you discard cards as damage, you may reload up to 2 cards.)
R☐ Gain the skill Melee: Strength +3 and you are proficient with Melee weapons.
R☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged weapons.
R☐ On your check, you may recharge an item (R☐ or a boon) to reroll a die.BLACKJACK
HAND SIZE 5 ☐ 6 +1 ☐ +2
PROFICIENCIES Weapon
For your combat check, you may recharge a card to use Acrobatics or Melee + 1d6 ([X1] 1d10 and add the Magic trait) plus the card’s level and add the Bludgeoning and Melee traits.
On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
When you play a blessing on your check, you may recharge it instead of discarding it.
When you suffer Combat ([X2] or any) damage, reduce it by 1.
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X3] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead ([ and add 1d6 to your checks against it).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.WEAPON 2 ☐ 3
SPELL 0 ☐ 1 ☐ 2
ITEM 3 [X2] 4 ☐ 5
ALLY 3 ☐ 4 ☐ 5
BLESSING 7 [X1] 8 [X3] 9 ☐ 10
Displayed: Blessing of the Gods, Cook, Incitation
Deck: 13 Discard: 0 Buried: 1
Hero Points: 2 Shirt Reroll Available (CCT-4A): Yes
Notes: Role: Blackjack
Kit: Incitation, Blessing of the Gods, Cook
Amulet of Fiery Fists:Amulet of Fiery Fists
Item 2Traits
Accessory
MagicChecks
Wisdom
Divine
7
or
Intelligence
Arcane
9Powers
Reveal this card to add 1d8 and the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check.Shining Wayfinder:Shining Wayfinder
Item PTraits
Object
MagicChecks
NonePowers
Recharge this card to move, then you may examine the top 2 cards of your location deck. If you examine a non-villain, non-henchman monster, you may immediately encounter it. You may not use this power during an encounter.
Discard this card to examine the top card of your location deck, then you may shuffle the location deck, then you may explore your location. During this exploration, add 1d6 to your checks against monsters.Blessing of Abadar:Blessing of Abadar
Blessing 1Traits
Divine
AbadarPowers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
| Cogsnap - WilderRedbeard |
Potion of Restoration swapped in for Blast Stone.
Start at Repository
Hand: Stone Skin, Armored Coat, Embalming Fluid, Liquid Persuasion, Tinker, Clockwork Servant, Blackfingers, The Cyclone (Harrow),
Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Repository
Hero Points (Available): 1
NOTES:
Available Support: Stone Skin, Liquid Persuasion, Clockwork Servant and Blessings available.
Movement: Move me to River if my location closes.
Other: Dice Re-Roll Used for 4A?: N
Middle of Deck (Unknown Order): Tangleburn Bag, Potion of Restoration, Gentleman Explorer, The Snakebite, Galvanic Chakram +1, Ambrosia, Blessing of the Elements 2, Burglar's Bracers, Heavy Crossbow, Blessing of the Elements 1, Acid Flask
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Weapons, Alchemical, Arcane
POWERS: BLOODBOMBER Role Card
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. □ During recovery, you may discard (□ or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check.
□ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
| Angban |
Start turn. Hour is The Fiend. Display Hide Armor. Use Powder Horn to search deck for a gun: Dragon Pistol.
Explore, first examining top 2 cards: Minotaur, Harrowing. Have to encounter the monster. First explore, so take damage
Combat damage: 1d4 + 1 ⇒ (1) + 1 = 2 Recharge hide armor to reduce by 1, character power reduces it by an additional 1
For combat, reveal and bury Blunderbuss.
Combat 15: 1d8 + 6 + 1d10 + 1 + 3d6 ⇒ (1) + 6 + (4) + 1 + (3, 6, 3) = 24 Defeated!
Discard Lucky Drunk to move to random location: 1d6 ⇒ 4: Dunes, and explore card 1: Ambush. Discard Alkenstar for an additional d12.
Wis 8 + # = 12: 1d6 + 1d12 ⇒ (5) + (3) = 8 Crap!
Shirt reroll the d12
Wis 8 + # = 12: 5 + 1d12 ⇒ 5 + (10) = 15 Nice! Alkenstar recharges.
Discard Big Sky to move to Reading Room, then explore card 1: Stinging Wasps. Location adds 1. Ask for Sajan's Blessing of Abadar to double bless.
Dex 11: 3d8 + 3 + 1 ⇒ (7, 4, 2) + 3 + 1 = 17 Defeated!
Angban ends his turn, recharging Toxic Blunderbuss from buried pile.
Angban attempts to recover all cards in his Recovery pile.
Powder Horn: Craft 8: 1d6 + 3 ⇒ (6) + 3 = 9 -> Powder Horn recharged.
Angban resets his hand, drawing 4.
Hand: Dragon Pistol, Ausio Carowyn, Shock Musket +1, Dragon Pistol +1, Craftsman,
Displayed:
Deck: 12 Discard: 2 Buried: 0
Current Location: Reading Room
Hero Points: 4
Shirt Reroll: used
NOTES:
Available Support: Craftsman adds d8 vs local weapon/armor, Ausio adds 2d12 to acquire, Dragon Pistols each add 1d6 to local combat - Please use these!
Movement: Trail (or wherever the maze or the bottle takes me)
Middle of Deck (Unknown Order): Hand Cannon, Pepperbox, Benevolent Buckler, Gorum's Iron, Blessing of Achaekek, Voidglass Armor, Adamantine Bullets, Poisoned Bullets
Recharged: Hide Armor, Blessing of Alkenstar, Toxic Blunderbuss +1, Powder Horn,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Ranged: Dexterity + 3
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +3
Intelligence d6 ☐ +1 ☐ +2
Craft: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1 ☐ +2
Traits: Dwarf, Gunslinger
Favored Card: Armor or Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armors, Weapons
POWERS:
When you play an armor to reduce damage dealt to you, reduce it by an additional 1 (☐ 3).
At the end of your turn, you may recharge a buried weapon that has the Firearm trait (☐ or a buried armor).
☑ Gain the skill Craft: Intelligence +3.
For the first exploration of your turn, you may examine the top 2 cards of your location deck. Choose 1 to encounter; you must encounter a monster if you found any. Then shuffle the rest into the deck.
| MorkXII - Sajan 1017 |
During This Adventure: Adventure 4: Adventure 4—A History of Ashes
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 4A: Red Moon
STORY BANES:
SETUP:
DURING THIS SCENARIO:
Ally 5
Traits
Loot
Human
Barbarian
Respect
Check
Charisma
Diplomacy
11
OR
Summon And Defeat A Monster
0
Powers
Display. While displayed:
• On all combat and Fortitude checks, add 1d6.
• At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Scourge 0
Traits
Check
Powers
WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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.
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 3
Traits
Animal
Check
Combat
13
Powers
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
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
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.
Barrier 4
Traits
Skirmish
Red Mantis
Check
None
0
Powers
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Barrier 2
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 3
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Barrier 3
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
12
Powers
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
Barrier 4
Traits
Trap
Magic
Check
Intelligence
Knowledge
13
OR
Disable
12
Powers
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
Weapon 4
Traits
Loot
Knife
Melee
Ranged
Piercing
Finesse
Magic
Blackjack
Check
Strength
Dexterity
Melee
Ranged
Stealth
11
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character’s combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
Weapon 3
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
11
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Weapon 3
Traits
Sword
Melee
Slashing
Finesse
Magic
Red Mantis
Veteran
Check
Strength
Acrobatics
Melee
13
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
Weapon 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 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 4
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
11
Powers
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
13
Powers
Display next to a local character.
While displayed:
• This character’s Strength and Constitution skills are 1d12+4.
• On this character’s Strength checks, add 1d4.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Spell 4
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
Spell 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.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 4.
• When you suffer any damage, you may discard to reduce it to 0.
• You may discard to remove 1 of your scourges.
Armor 2
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 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
• On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
Armor 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 3
Traits
Light Armor
Magic
Check
Constitution
Acrobatics
Fortitude
10
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
Item 3
Traits
Instrument
Magic
Check
Constitution
Charisma
10
Powers
When a local character encounters a monster, display at your location.
While displayed:
• When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
• At the start of your turn, discard this card; if proficient, recharge it instead.
Item 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.
Item 2
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
10
Powers
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Item 4
Traits
Liquid
Paint
Respect
Check
Melee
Fortitude
4
Powers
Display. While displayed:
• When you defeat a monster, after the encounter, you may discard a card to move.
• When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Item 3
Traits
Wand
Magic
Arcane
Check
Intelligence
Arcane
10
Powers
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
Ally 4
Traits
Human
Skald
Respect
Check
Charisma
Diplomacy
11
OR
Summon And Defeat A Barrier
0
Powers
Display. While displayed:
• On all Strength and Acrobatics checks, add 1d6.
• At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Strength and Acrobatics checks, add 3.
Ally 2
Traits
Human
Soldier
Check
Charisma
Diplomacy
Knowledge
10
Powers
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Ally 3
Traits
Human
Aristocrat
Rogue
Check
Charisma
Diplomacy
Stealth
12
Powers
On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Ally 3
Traits
Human
Hellknight
Check
Charisma
Diplomacy
11
Powers
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Ally 4
Traits
Aberration
Check
Wisdom
Survival
9
Powers
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards’ before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Blessing 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: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: 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.
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
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.
Turn: 2 Ezren/Bigguyinblack
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: 28
Blessings Deck
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: 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.
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 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 3
Traits
Deity: Gozreh
Divine
Check
Wisdom
Divine
Survival
8
Powers
WHEN THIS IS THE HOUR
At the start of the turn, any character may recharge a card to move.
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, 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.
Proxy 0
Traits
Check
None
0
Powers
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 2
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: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 3
Traits
Deity: Zon-kuthon
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Blessing 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.
Proxy 0
Traits
Check
None
0
Powers
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Blessing 1
Traits
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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 0
Traits
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.
Proxy 0
Traits
Check
None
0
Powers
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 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: 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
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
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.
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:2 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
Located here: Radovan, Cogsnap
Item 4
Traits
Liquid
Alchemical
Attack
Electricity
Ranged
Check
Intelligence
12
Powers
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non–story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Weapon 3
Traits
Knife
Melee
Slashing
Electricity
Finesse
Magic
Check
Strength
Acrobatics
Melee
12
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Barrier 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.
Item 4
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Barrier 4
Traits
Task
Respect
Check
Strength
7
OR
Constitution
Fortitude
12
Powers
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Proxy 0
Traits
Check
None
0
Powers
Spell 3
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
11
Powers
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Weapon 4
Traits
Loot
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Blackjack
Check
Strength
Acrobatics
Melee
13
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
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.
Monster 3
Traits
Outsider
Elemental
Incorporeal
Check
Combat
14
Powers
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
Shrine
Traits: Sacred, Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M:2 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:2
Notes: Red Reaver (villain)
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.
Monster 3
Traits
Construct
Golem
Check
Combat
18
Powers
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster’s immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
Blessing 3
Traits
Deity: Gorum
Divine
Check
Divine
Melee
Ranged
8
Powers
WHEN THIS IS THE HOUR
On your combat check, you may reveal any number of weapons; for each, add 1.
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, banish to use Arcane + 3d6. 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 10 check to recharge it instead.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Monster 1
Traits
Outsider
Elemental
Fire
Veteran
Check
Combat
11+##
Powers
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Story Bane Monster 4
Traits
Aberration
Check
Combat
25
Powers
When encountered, each character who is not marked with the scourge Honor-Tested suffers the scourge Frightened and summons and encounters the story bane Collapse.
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.
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 3
Traits
Trap
Construct
Check
Dexterity
Acrobatics
Disable
Stealth
11
Powers
If undefeated, display this barrier at your location. While displayed, at this location:
• When you explore, suffer 1d4 Combat damage.
• For your first exploration of your turn, you may encounter this barrier.
• When this location is closed, banish this barrier.
Proxy 0
Traits
Check
None
0
Powers
Reading Room
Traits: Sacred, Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:3 ?:1
Located here: Angban,
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.
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.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Spell 3
Traits
Magic
Divine
Check
Wisdom
Divine
11
Powers
Display. While displayed:
• On local checks, add 1d6.
• At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
Proxy 0
Traits
Check
None
0
Powers
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
12
OR
Wisdom
Divine
13
Powers
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
• At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
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 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
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.
Dunes
Traits: Wild
At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
When Closing: Acquire the top blessing of the hourglass.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:1 ?:1
Barrier 1
Traits
Cache
Lock
Trap
Veteran
Check
Strength
Melee
11+#
OR
Disable
7+#
Powers
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
11
Powers
Display. While displayed:
• For your combat checks, you may use Arcane + 3d6.
• At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Proxy 0
Traits
Check
None
0
Powers
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Item 4
Traits
Liquid
Paint
Respect
Check
Melee
Fortitude
7
Powers
Display. While displayed:
• When you suffer Electricity or Fire damage, reduce it by 3.
• When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
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.
Blessing 3
Traits
Deity: Iomedae
Divine
Check
Charisma
Diplomacy
Divine
8
Powers
WHEN THIS IS THE HOUR
On your check, you may discard an armor or the top card of your deck to add 1d6.
On another character’s check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Monster 2
Traits
Human
Ranger
Veteran
Check
Combat
10+##
OR
Wisdom
5+#
Powers
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
River
Traits: Aquatic, Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M:2 Ba:1 W:0 Sp:1 Ar:1 I:2 Al:0 Bl:1 ?:1
Located here: Sajan
Notes: Harrowing
Proxy 0
Traits
Check
None
0
Powers
Armor 3
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Spell 3
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 2; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4+1 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
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.
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.
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.
Monster 4
Traits
Giant
Check
Combat
22
Powers
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Barrier 3
Traits
Obstacle
Construct
Elemental
Electricity
Check
Dexterity
Constitution
Acrobatics
Fortitude
10
Powers
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Trail
Traits: Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M:4 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
All damage is Mental damage that cannot be reduced.
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Monster 2
Traits
Construct
Check
Combat
12
OR
Craft
8
Powers
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
Barrier 1
Traits
Trap
Magic
Veteran
Trigger
Check
Arcane
Divine
4+#
OR
Disable
6+#
Powers
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Monster 4
Traits
Dragon
Check
Combat
18
OR
Survival
12
Powers
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Monster 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.
Item 3
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
12
Powers
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Barrier 2
Traits
Lock
Trap
Check
Strength
Dexterity
Disable
Divine
10
Powers
If undefeated, mark this barrier’s location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
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.
Monster 3
Traits
Aberration
Basilisk
Check
Combat
14
Powers
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
Proxy 0
Traits
Check
None
0
Powers
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Ezren
Supporter 2
Traits
Human
Cleric
Check
Powers
Display. While displayed:
• On all checks against Undead banes, add 1d4.
• □ You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
Supporter 1
Traits
Human
Bard
Veteran
Check
Powers
Display. While displayed:
• On any non-combat check, you may bury to add 1d4+#.
• □ You may bury to heal a character a card and/or remove a scourge from them.
Supporter 3
Traits
Human
Aristocrat
Check
Powers
Display. While displayed:
• You may bury to draw a new ally that lists Diplomacy in its check to acquire.
• □ On your check against a story bane, you may bury an ally to add 1d6.
Supporter 1
Traits
Human
Shaman
Respect
Check
Powers
Display. While displayed:
• You may bury to heal a character 1d4+1 cards.
• □ You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Supporter 2
Traits
Human
Cleric
Check
Powers
Display. While displayed:
• You may bury to heal each local character a card.
• You may bury to remove a scourge from each local character.
• □ You may bury to draw a new blessing.
Supporter 1
Traits
Human
Aristocrat
Check
Powers
Display. While displayed:
• On any check to acquire, you may bury to add 1d6.
• □ You may bury to draw 2 new items, then banish 1 of them.
Supporter 1
Traits
Human
Expert
Check
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6.
• □ On any combat check, you may bury to reroll.
Supporter 3
Traits
Elf
Cleric
Check
Powers
Display. While displayed:
• After you discard cards as damage, you may draw a card.
• □ When you would fail your combat check, you may bury to add 1d8.
Supporter 0
Traits
Human
Soldier
Check
Powers
Display. While displayed:
• You may bury to draw a new weapon or armor.
• □ You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
| MorkXII - Sajan 1017 |
Discard BoAbadar for Angban. Hand update:
Skills and Powers:Hand: Blackjack's Rapier, Amulet of Fiery Fists, Shining Wayfinder, Master of Masters, The KeepSkills STRENGTH d8
Melee +1
DEXTERITY d8 +3
Acrobatics +2
CONSTITUTION d6
Fortitude +2
INTELLIGENCE d6
WISDOM d8
Perception +1
CHARISMA d6Powers
EXILED PADAPRAJNA
HAND SIZE 5 ☐ 6 R☐ 7
For your combat check, you may recharge a card to use Acrobatics or Melee + 1d6 ([X1] 1d10 and add the Magic trait) plus the card’s level and add the Bludgeoning and Melee traits.
On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
When you play a blessing on your check, you may recharge it instead of discarding it. (R☐ A local character may do so on your check.)
When you suffer Combat (R[X3] or a local character suffers) ([X2] or any) damage, reduce it by 1. (R☐ Before you discard cards as damage, you may reload up to 2 cards.)
R☐ Gain the skill Melee: Strength +3 and you are proficient with Melee weapons.
R☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged weapons.
R☐ On your check, you may recharge an item (R☐ or a boon) to reroll a die.BLACKJACK
HAND SIZE 5 ☐ 6 +1 ☐ +2
PROFICIENCIES Weapon
For your combat check, you may recharge a card to use Acrobatics or Melee + 1d6 ([X1] 1d10 and add the Magic trait) plus the card’s level and add the Bludgeoning and Melee traits.
On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
When you play a blessing on your check, you may recharge it instead of discarding it.
When you suffer Combat ([X2] or any) damage, reduce it by 1.
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X3] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead ([ and add 1d6 to your checks against it).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.WEAPON 2 ☐ 3
SPELL 0 ☐ 1 ☐ 2
ITEM 3 [X2] 4 ☐ 5
ALLY 3 ☐ 4 ☐ 5
BLESSING 7 [X1] 8 [X3] 9 ☐ 10
Displayed: Blessing of the Gods, Cook, Incitation
Deck: 13 Discard: 1 Buried: 1
Hero Points: 2 Shirt Reroll Available (CCT-4A): Yes
Notes: Role: Blackjack
Kit: Incitation, Blessing of the Gods, Cook
Amulet of Fiery Fists:Amulet of Fiery Fists
Item 2Traits
Accessory
MagicChecks
Wisdom
Divine
7
or
Intelligence
Arcane
9Powers
Reveal this card to add 1d8 and the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check.Shining Wayfinder:Shining Wayfinder
Item PTraits
Object
MagicChecks
NonePowers
Recharge this card to move, then you may examine the top 2 cards of your location deck. If you examine a non-villain, non-henchman monster, you may immediately encounter it. You may not use this power during an encounter.
Discard this card to examine the top card of your location deck, then you may shuffle the location deck, then you may explore your location. During this exploration, add 1d6 to your checks against monsters.
| Ezren the Explorer |
During Angban's turn reload Zellara's Harrow Deck to examine the top 3 cards of my deck. Arrange them Locate Object (Core), Cat (Core), Zellara's Harrow Deck.
Sands Of The Hour: No Effect. Start of turn examine the top card of my deck: Locate Object. Draw it.
Draw 1. Keppira D’bear, 2. Trinia Sabor, 3. Neolandus Kalepopolis, 4. Thousand Bones. Keep and display Neolandus Kalepopolis. Draw a card: Cat (Core). Bury Neolandus Kalepopolis to draw random ally #1 Sklar-quah Thundercaller.
Send Bound Imp (Core) to recovery to draw 2 cards: Zellara's Harrow Deck and Harrowstrike. Discard The Fiend to explore.
Draw 1. Keppira D’bear, 2. Trinia Sabor, 4. Thousand Bones, 5. Ishani Dhatri. Keep and display Ishani Dhatri and draw a card: Soothing Word. Bury Ishani Dhatri to draw random blessing #1 Benefaction.
Discard Sklar-quah Thundercaller to examine the top card then explore. Draw 1. Keppira D’bear, 2. Trinia Sabor, 4. Thousand Bones, 6. Amin Jalento. Keep and display Amin Jalento and draw a card: Lightning Bolt (Core). Bury Amin Jalento to draw random items #1 and #2. Keep #2 Plaguebringer’s Mask.
Discard Cat (Core) to explore. Draw 1. Keppira D’bear, 2. Trinia Sabor, 4. Thousand Bones, 7. Vencarlo Orisini. Keep and display Thousand Bones and draw a card: Card Caster.
Discard Card Caster to explore. Draw 1. Keppira D’bear, 2. Trinia Sabor, 7. Vencarlo Orisini, 8. Laori Vaus. Keep and display Keppira D’bear and draw a card: Good Omen (Core).
Discard Benefaction to explore. Draw 2. Trinia Sabor, 7. Vencarlo Orisini, 8. Laori Vaus, 9. Cressida Kroft. Keep and display Cressida Kroft and draw a card: False Life. Bury Cressida Kroft to draw an attack spell, Random spell #1 Acid Rain
Cast Fly to examine Reading Room card 1. Pharasma’s Knowing and Dunes card 1. Trapped Chest. Move to Dunes.
Recharge Harrowstrike to examine Dunes card 1. Recharge Plaguebringer’s Mask to encounter it.
Barrier 1
Traits
Cache
Lock
Trap
Veteran
Check
Strength
Melee
11+#
OR
Disable
7+#
Powers
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
disable 7 +4 casting Disable Mechanism (Core), Discard Acid Rain to add my intelligence: 1d4 + 2d8 + 1d12 + 3 ⇒ (1) + (2, 4) + (8) + 3 = 18
Choose to draw Armor #1 Impervious Chain Shirt. Display it. Cast Locate Object. Card 2. Clairvoyance. Encounter it.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
arcane 9 recharging False Life to add 1d4: 1d12 + 1d4 + 5 ⇒ (3) + (2) + 5 = 10
Cast Clairvoyance to examine Dunes cards 3. Chain Lightning, 4. Henchman Proxy A, 5. Ghoul. Leave it in that order.
Recharge Lightning Bolt (Core) to examine the next card Chain Lightning. Recharge Mist Horn (Core) to encounter it.
Spell 3
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
11
Powers
Display. While displayed:
• For your combat checks, you may use Arcane + 3d6.
• At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
arcane 11 recharging Frost Ray (Core) to add 1d4: 1d12 + 1d4 + 5 ⇒ (10) + (3) + 5 = 18
Ezren ends their turn.
Ezren attempts to recover all cards in their Recovery pile.
Bound Imp (Core): Arcane 8: 1d12 + 5 ⇒ (12) + 5 = 17 -> Bound Imp (Core) recharged.
Fly (Core): Arcane 10: 1d12 + 5 ⇒ (11) + 5 = 16 -> Fly (Core) recharged.
Disable Mechanism (Core): Arcane 12: 1d12 + 5 ⇒ (12) + 5 = 17 -> Disable Mechanism (Core) recharged.
Locate Object (Core): Arcane 8: 1d12 + 5 ⇒ (12) + 5 = 17 -> Locate Object (Core) recharged.
Clairvoyance: Arcane 11: 1d12 + 5 ⇒ (1) + 5 = 6 -> Clairvoyance discarded.
Ezren resets their hand.
Hand: Chain Lightning 2, Good Omen (Core), Fate-reader Lenses, Zellara's Harrow Deck, Soothing Word, Leech, Chain Lightning (Core),
Displayed: Keppira D’bear, Impervious Chain Shirt, Thousand Bones,
Deck: 12 Discard: 8 Buried: 0
"Current Location: Dunes
Hero Points: 5"
"NOTES:
Available Support: Folio reroll:
Blessings are available for use.Fate-reader Lenses: On any Perception check, reveal to add 1d10.
Keppira D’bear: • On all checks against Undead banes, add 1d4.
Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.
Movement: Move me to Reading Room if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Enhance, Spellbook (Core)
Recharged: Harrowstrike, Plaguebringer’s Mask, False Life, Lightning Bolt (Core), Mist Horn (Core), Frost Ray (Core), Bound Imp (Core), Fly (Core), Disable Mechanism (Core), Locate Object (Core),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane Intelligence +2
Craft Intelligence +1
Knowledge Intelligence +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.
[x] On your non-Intelligence check, you may discard a spell to add your Intelligence.
Acquired Base Supporters #s 1, 3, 4, 5, 6, and 9.
Acquired random spell #1 Acid Rain, armor #1 Impervious Chain Shirt, item #2 Plaguebringer’s Mask (Banished #1), random ally #1 Sklar-quah Thundercaller, random blessing #1 Benefaction.
Banished Dunes card 1. Acquired cards 2 and 3. Examined cards 4 and 5.
Examined Reading Room card 1.
Leech self on Sajan's turn: 1d4 - 1 ⇒ (3) - 1 = 2
| MorkXII - Sajan 1017 |
Hour: On your non-Attack combat check, add 1.
Move to Dunes.
Explore: Proxy A - Lyrune-quah Moon Maiden
Summon a monster: Barghest
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 13/33: 1d8 + 5 + 1d10 + 4 + 1d8 + 2d8 + 1d8 + 1 ⇒ (4) + 5 + (2) + 4 + (8) + (3, 4) + (6) + 1 = 37 Defeated, Respect Point!
Evaded?: 1d4 ⇒ 2 Nope.
Proxy A - Lyrune-quah Moon Maiden acquired, displayed at Dunes.
Suffer Honor-Tested scourge.
Recharge Shining Wayfinder to move to River, examine top two: Henchman Proxy A, Magic Spiked Full Plate
Draw up to 5.
Skills and Powers:Hand: Blackjack's Rapier, Invigorating Temple Sword +2, Amulet of Fiery Fists, Pure Holy Water, Salvator ScreamSkills STRENGTH d8
Melee +1
DEXTERITY d8 +3
Acrobatics +2
CONSTITUTION d6
Fortitude +2
INTELLIGENCE d6
WISDOM d8
Perception +1
CHARISMA d6Powers
EXILED PADAPRAJNA
HAND SIZE 5 ☐ 6 R☐ 7
For your combat check, you may recharge a card to use Acrobatics or Melee + 1d6 ([X1] 1d10 and add the Magic trait) plus the card’s level and add the Bludgeoning and Melee traits.
On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
When you play a blessing on your check, you may recharge it instead of discarding it. (R☐ A local character may do so on your check.)
When you suffer Combat (R[X3] or a local character suffers) ([X2] or any) damage, reduce it by 1. (R☐ Before you discard cards as damage, you may reload up to 2 cards.)
R☐ Gain the skill Melee: Strength +3 and you are proficient with Melee weapons.
R☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged weapons.
R☐ On your check, you may recharge an item (R☐ or a boon) to reroll a die.BLACKJACK
HAND SIZE 5 ☐ 6 +1 ☐ +2
PROFICIENCIES Weapon
For your combat check, you may recharge a card to use Acrobatics or Melee + 1d6 ([X1] 1d10 and add the Magic trait) plus the card’s level and add the Bludgeoning and Melee traits.
On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
When you play a blessing on your check, you may recharge it instead of discarding it.
When you suffer Combat ([X2] or any) damage, reduce it by 1.
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X3] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead ([ and add 1d6 to your checks against it).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.WEAPON 2 ☐ 3
SPELL 0 ☐ 1 ☐ 2
ITEM 3 [X2] 4 ☐ 5
ALLY 3 ☐ 4 ☐ 5
BLESSING 7 [X1] 8 [X3] 9 ☐ 10
Displayed: Blessing of the Gods, Cook, Honor-Tested, Incitation
Deck: 13 Discard: 1 Buried: 1
Hero Points: 2 Shirt Reroll Available (CCT-4A): Yes
Notes: Role: Blackjack
Kit: Incitation, Blessing of the Gods, Cook
Respect Points: 1 (4A)
Amulet of Fiery Fists:Amulet of Fiery Fists
Item 2Traits
Accessory
MagicChecks
Wisdom
Divine
7
or
Intelligence
Arcane
9Powers
Reveal this card to add 1d8 and the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check.Honor-Tested:Honor-Tested
Scourge 0Powers
WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
| MorkXII - Sajan 1017 |
During This Adventure: Adventure 4: Adventure 4—A History of Ashes
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 4A: Red Moon
STORY BANES:
SETUP:
DURING THIS SCENARIO:
Ally 5
Traits
Loot
Human
Barbarian
Respect
Check
Charisma
Diplomacy
11
OR
Summon And Defeat A Monster
0
Powers
Display. While displayed:
• On all combat and Fortitude checks, add 1d6.
• At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Scourge 0
Traits
Check
Powers
WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 3
Traits
Animal
Check
Combat
13
Powers
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
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
Undead
Ghost
Incorporeal
Mental
Veteran
Check
Combat
11+##
OR
Divine
6+#
Powers
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Monster 2
Traits
Animal
Aquatic
Check
Combat
15
Powers
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Monster 3
Traits
Undead
Skeleton
Check
Combat
17
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Barrier 4
Traits
Skirmish
Red Mantis
Check
None
0
Powers
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Barrier 2
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 4
Traits
Trap
Magic
Check
Intelligence
Knowledge
13
OR
Disable
12
Powers
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
Barrier 2
Traits
Lock
Magic
Trigger
Check
Arcane
Divine
Perception
9
Powers
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Barrier 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.
Weapon 2
Traits
Scythe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non–story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
Traits
Axe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
11
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Weapon 3
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
Traits
Spear
Melee
Ranged
2-handed
Respect
Magic
Check
Strength
Melee
12
OR
Dexterity
Ranged
Survival
14
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Spell P2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Freely display next to a local character. While displayed:
• Exchange all of that character’s dice for dice of these sizes: d4→d8, d6→d10, d8→d12, d10→d12, d12→d20 (if you have one).
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
Spell 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 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 3
Traits
Magic
Arcane
Healing
Check
Intelligence
Arcane
8
Powers
Display next to a location. While displayed:
• Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
• At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Spell 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 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
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 3
Traits
Light Armor
Magic
Check
Constitution
Acrobatics
Fortitude
10
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Armor 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
• On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Item 3
Traits
Accessory
Magic
Deity: Achaekek
Red Mantis
Check
Constitution
Fortitude
8
Powers
On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
Item 3
Traits
Tool
Magic
Gambling
Check
Intelligence
Craft
Disable
10
Powers
Recharge to examine the bottom 3 cards of any character’s deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Item 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Display. While displayed:
• Remove your scourge Frightened.
• You may banish to ignore a monster’s before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.
Item 3
Traits
Wand
Magic
Arcane
Check
Intelligence
Arcane
10
Powers
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
Ally 3
Traits
Human
Aristocrat
Rogue
Check
Charisma
Diplomacy
Stealth
12
Powers
On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Ally 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.
Ally 4
Traits
Human
Oracle
Respect
Check
Charisma
Diplomacy
Divine
12
OR
Recharge A Respect Boon
0
Powers
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
Ally 4
Traits
Aberration
Check
Wisdom
Survival
9
Powers
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards’ before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Ally 3
Traits
Animal
Check
Wisdom
Survival
12
Powers
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
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: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
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: 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.
Turn: 4 Cogsnap/Wilderredbeard
Top of Blessing Discard Pile: The Joke - When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, you may recharge a card to add your Intelligence die.
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Blessings Remaining: 26
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 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 3
Traits
Deity: Gozreh
Divine
Check
Wisdom
Divine
Survival
8
Powers
WHEN THIS IS THE HOUR
At the start of the turn, any character may recharge a card to move.
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, 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.
Proxy 0
Traits
Check
None
0
Powers
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 2
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: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 3
Traits
Deity: Zon-kuthon
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Blessing 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.
Proxy 0
Traits
Check
None
0
Powers
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Blessing 1
Traits
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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 0
Traits
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.
Proxy 0
Traits
Check
None
0
Powers
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 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: 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
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
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.
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:2 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
Located here: Radovan, Cogsnap
Item 4
Traits
Liquid
Alchemical
Attack
Electricity
Ranged
Check
Intelligence
12
Powers
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non–story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Weapon 3
Traits
Knife
Melee
Slashing
Electricity
Finesse
Magic
Check
Strength
Acrobatics
Melee
12
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Barrier 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.
Item 4
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Barrier 4
Traits
Task
Respect
Check
Strength
7
OR
Constitution
Fortitude
12
Powers
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Proxy 0
Traits
Check
None
0
Powers
Spell 3
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
11
Powers
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Weapon 4
Traits
Loot
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Blackjack
Check
Strength
Acrobatics
Melee
13
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
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.
Monster 3
Traits
Outsider
Elemental
Incorporeal
Check
Combat
14
Powers
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
Shrine
Traits: Sacred, Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M:2 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:2
Notes: Red Reaver (villain)
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.
Monster 3
Traits
Construct
Golem
Check
Combat
18
Powers
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster’s immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
Blessing 3
Traits
Deity: Gorum
Divine
Check
Divine
Melee
Ranged
8
Powers
WHEN THIS IS THE HOUR
On your combat check, you may reveal any number of weapons; for each, add 1.
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, banish to use Arcane + 3d6. 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 10 check to recharge it instead.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Monster 1
Traits
Outsider
Elemental
Fire
Veteran
Check
Combat
11+##
Powers
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Story Bane Monster 4
Traits
Aberration
Check
Combat
25
Powers
When encountered, each character who is not marked with the scourge Honor-Tested suffers the scourge Frightened and summons and encounters the story bane Collapse.
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.
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 3
Traits
Trap
Construct
Check
Dexterity
Acrobatics
Disable
Stealth
11
Powers
If undefeated, display this barrier at your location. While displayed, at this location:
• When you explore, suffer 1d4 Combat damage.
• For your first exploration of your turn, you may encounter this barrier.
• When this location is closed, banish this barrier.
Proxy 0
Traits
Check
None
0
Powers
Reading Room
Traits: Sacred, Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:3 ?:1
Located here: Angban,
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.
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.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Spell 3
Traits
Magic
Divine
Check
Wisdom
Divine
11
Powers
Display. While displayed:
• On local checks, add 1d6.
• At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
Proxy 0
Traits
Check
None
0
Powers
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
12
OR
Wisdom
Divine
13
Powers
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
• At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
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 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
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.
Dunes
Traits: Wild
At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
When Closing: Acquire the top blessing of the hourglass.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:0
Located here: Ezren
Notes: Lyrune-quah Moon Maiden displayed
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Item 4
Traits
Liquid
Paint
Respect
Check
Melee
Fortitude
7
Powers
Display. While displayed:
• When you suffer Electricity or Fire damage, reduce it by 3.
• When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
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.
Blessing 3
Traits
Deity: Iomedae
Divine
Check
Charisma
Diplomacy
Divine
8
Powers
WHEN THIS IS THE HOUR
On your check, you may discard an armor or the top card of your deck to add 1d6.
On another character’s check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Monster 2
Traits
Human
Ranger
Veteran
Check
Combat
10+##
OR
Wisdom
5+#
Powers
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
River
Traits: Aquatic, Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M:2 Ba:1 W:0 Sp:1 Ar:1 I:2 Al:0 Bl:1 ?:1
Located here: Sajan
Notes: Harrowing
Proxy 0
Traits
Check
None
0
Powers
Armor 3
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Spell 3
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 2; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4+1 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
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.
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.
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.
Monster 4
Traits
Giant
Check
Combat
22
Powers
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Barrier 3
Traits
Obstacle
Construct
Elemental
Electricity
Check
Dexterity
Constitution
Acrobatics
Fortitude
10
Powers
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Trail
Traits: Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M:4 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
All damage is Mental damage that cannot be reduced.
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Monster 2
Traits
Construct
Check
Combat
12
OR
Craft
8
Powers
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
Barrier 1
Traits
Trap
Magic
Veteran
Trigger
Check
Arcane
Divine
4+#
OR
Disable
6+#
Powers
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Monster 4
Traits
Dragon
Check
Combat
18
OR
Survival
12
Powers
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Monster 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.
Item 3
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
12
Powers
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Barrier 2
Traits
Lock
Trap
Check
Strength
Dexterity
Disable
Divine
10
Powers
If undefeated, mark this barrier’s location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
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.
Monster 3
Traits
Aberration
Basilisk
Check
Combat
14
Powers
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
Proxy 0
Traits
Check
None
0
Powers
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 1
Traits
Human
Bard
Veteran
Check
Powers
Display. While displayed:
• On any non-combat check, you may bury to add 1d4+#.
• □ You may bury to heal a character a card and/or remove a scourge from them.
Supporter 1
Traits
Human
Expert
Check
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6.
• □ On any combat check, you may bury to reroll.
Supporter 3
Traits
Elf
Cleric
Check
Powers
Display. While displayed:
• After you discard cards as damage, you may draw a card.
• □ When you would fail your combat check, you may bury to add 1d8.
| Cogsnap - WilderRedbeard |
The hour of The Joke
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
Remain at Repository.
Explore:
Traits
Liquid
Alchemical
Attack
Electricity
Ranged
Check
Intelligence
Craft
12
Powers
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non–story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Craft 12: 2d10 + 5 + 1d6 ⇒ (4, 9) + 5 + (5) = 23 acquired Nice!
Discard Tinker to explore:
Traits
Knife
Melee
Slashing
Electricity
Finesse
Magic
Check
Strength
Acrobatics
Melee
12
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Strength 12: 3d6 + 4 ⇒ (6, 1, 4) + 4 = 15 acquired
Display Armored Coat. End turn and reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached:
ambient sound of clinking bottles
"Oh ho ho ho! Radovan, you're going to love this new concoction I bottled. Here, let me infuse a weapon with it. Mind the arcing, though!"
Hand: Stone Skin, Embalming Fluid, Liquid Persuasion, Potion of Restoration, Blessing of the Elements 1, Shock Kukri (acq), Bottled Lightning (acq),
Displayed: Armored Coat,
Deck: 11 Discard: 2 Buried: 0
Current Location: Repository
Hero Points (Available): 1
NOTES:
Available Support: Local: Bottled Lightning ignores a monsters BA powers, Liquid Persuasion adds Cogsnap's Craft to a Charisma or Wisdom check, Potion of Restoration to draw 2 cards from your deck.
L&D: Stone Skin to reduce all damage by 4 for turn, Blessing available.
Movement: Move me to River if my location closes.
Other: Dice Re-Roll Used for 4A?: N
Middle of Deck (Unknown Order): Galvanic Chakram +1, Ambrosia, Blessing of the Elements 2, Gentleman Explorer, Tangleburn Bag, Burglar's Bracers, Acid Flask, The Snakebite, Heavy Crossbow
Recharged: Clockwork Servant, Blackfingers,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Weapons, Alchemical, Arcane
POWERS: BLOODBOMBER Role Card
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. □ During recovery, you may discard (□ or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check.
□ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Cogsnap will pass Shock Kukri to Radovan at the start of his next turn if possible.
| Ezren the Explorer |
Ezren attempts to recover all cards in their Recovery pile.
Good Omen (Core): Arcane 8: 1d12 + 5 ⇒ (11) + 5 = 16 -> Good Omen (Core) recharged.
| Radovan - Katlyn99 |
Hourglass Discard: Sands Of The Hour
WHEN THIS IS THE HOUR: No effect.
Explore: Labyrinth
Discard The Vision to bless, choosing the number 1. Cogsnap uses Liquid Persuasion
Perception 8+4: 2d8 + 2 + 1d10 + 5 ⇒ (8, 6) + 2 + (4) + 5 = 25
Labyrinth defeated.
Discard the Joke to explore.
Explore: Belt Of Physical Might
Discard The Uprising (harrow) to bless
Dexterity 13: 2d8 + 3 ⇒ (1, 4) + 3 = 8
Belt of Physical Might banished. (I tried, cry)
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
Display Emperor Cobra (3) next to Fell Viridio
Cogsnap plays Potion of Restoration on Radovan
Draw - Snick, Alaeron
Discard Snick to explore.
Explore: Friendly Game Of Sredna
Radovan evades (leaving for someone else to really rock it or for me to have cards displayed to really rock it)
Discard Alaeron to explore
Random card: 1d6 ⇒ 2
Explore: Henchman Proxy A
Choosing to summon and defeat a monster
Explore: Vampire Spawn
(mutters stupid undead immune to poison mutters)
Don't use Fell Viridio since its immune to poison. Reload Humanbane Rapier.
Combat 15: 1d8 + 5 + 1d4 + 1 + 1d6 + 1 + 1d4 ⇒ (1) + 5 + (4) + 1 + (2) + 1 + (3) = 17
Vampire Spawn defeated. Acquired and displayed Lyrune-Quah Moon Maiden at Repository. Radovan suffers scourge Honor-Tested.
"
Hand: Red Leathers, The Demon's Lantern, Red Mantis Mask, Grogul, Appleslayer, Humanbane Rapier,
Displayed: Bloodroot Poison (Core),
Deck: 7 Discard: 5 Buried: 0
Current Location: Repository
Hero Points: 3/3
Reroll used? No // Radovan has the following scourges marked:Honor-Tested:While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
NOTES:
Available Support: Feel free to use my blessing(s).
Movement: Move me to wherever the most characters are or to where cogsnap is when my location closes.
Displayed cards next to Devil Form(s): Displayed Devil Forms
Quang (OOC d6):
Norge (Fire IC d8):
Fell Viridio (Poison IC 2d6): Emperor Cobra (3)
Middle of Deck (Unknown Order): Rodrick, Zae, Shadowless Sword, Keen Rapier, The Locksmith, Snakebite Dagger, Belt of Physical Prowess
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Acrobatics: Dexterity +2 (Quang displayed)
Fortitude: Constitution +2 (Norge displayed)
Perception: Charisma +2 (Fell Viridio)
Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms) (☑ or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
On your non-2-Handed combat check, add 1d4 (□ 1d6); add another 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
☐ When a monster encountered by a character at your location is undefeated (☐ or when you defeat a monster), display a monster from the box next to a displayed devil form.
You may evade your encounter. (Quang displayed)
When you acquire a boon, you may display it next to Quang. (Quang displayed)
On your non-combat check, you may bury a card displayed next to Quang to add 1d6 plus that card's adventure deck number. (Quang displayed)
Reduce Fire damage dealt to you to 0. (Norge displayed)
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (Norge displayed)
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number. (Norge displayed)
Reduce Poison damage dealt to you to 0. (Fell Viridio displayed)
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. (Fell Viridio displayed)
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number. (Fell Viridio displayed)
Summary:
Cogsnap used Liquid Persuasion and Potion of Restoration
Repository cards #5, 7-10 remain and location is shuffled.
Moon maiden is displayed at Repository.
Random monster 1 is displayed by Radovan. 2 was banished.
Radovan is honor tested
Note: We want to deal with card 5 at Repository before location is closed as it has the potential to get us 3 Respect points!!!
| Angban |
Start turn. Hour is Urgathoa’s Gluttony. Move to Trail. Explore, first examining top 2: The Carnival, Metal Cobra. Need to fight the monster. River bumps difficulty by 3. Reveal and bury shock musket. Resistant to ranged.
Combat 12 + 3 + 4 = 19: 1d8 + 6 + 1d10 + 1 + 2d8 ⇒ (2) + 6 + (8) + 1 + (1, 1) = 19 Boom!
Discard Craftsman to explore again, random explore: 1d10 ⇒ 1: The Carnival. Hour adds 1d6
Wis 4 + # = 8: 1d6 + 1d6 ⇒ (4) + (1) = 5 Failed
Hand: Dragon Pistol, Ausio Carowyn, Dragon Pistol +1, Blessing of Achaekek, Gorum's Iron,
Displayed:
Deck: 10 Discard: 3 Buried: 1
Current Location: Trail
Hero Points: 4
Shirt Reroll: used
NOTES:
Available Support: Ausio adds 2d12 to acquire, Dragon Pistols each add 1d6 to local combat - Please use these!. Achaekek double blesses vs story banes. Gorum's Iron recharges to bless non-attack combat
Movement: Trail (or wherever the maze or the bottle takes me)
Middle of Deck (Unknown Order): Voidglass Armor, Poisoned Bullets, Pepperbox, Adamantine Bullets, Benevolent Buckler, Hand Cannon
Recharged: Hide Armor, Blessing of Alkenstar, Toxic Blunderbuss +1, Powder Horn,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Ranged: Dexterity + 3
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +3
Intelligence d6 ☐ +1 ☐ +2
Craft: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1 ☐ +2
Traits: Dwarf, Gunslinger
Favored Card: Armor or Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armors, Weapons
POWERS:
When you play an armor to reduce damage dealt to you, reduce it by an additional 1 (☐ 3).
At the end of your turn, you may recharge a buried weapon that has the Firearm trait (☐ or a buried armor).
☑ Gain the skill Craft: Intelligence +3.
For the first exploration of your turn, you may examine the top 2 cards of your location deck. Choose 1 to encounter; you must encounter a monster if you found any. Then shuffle the rest into the deck.
| MorkXII - Sajan 1017 |
During This Adventure: Adventure 4: Adventure 4—A History of Ashes
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 4A: Red Moon
STORY BANES:
SETUP:
DURING THIS SCENARIO:
Ally 5
Traits
Loot
Human
Barbarian
Respect
Check
Charisma
Diplomacy
11
OR
Summon And Defeat A Monster
0
Powers
Display. While displayed:
• On all combat and Fortitude checks, add 1d6.
• At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Scourge 0
Traits
Check
Powers
WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Halfling
Wizard
Veteran
Check
Combat
10+##
OR
Intelligence
Arcane
7+#
Powers
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Monster 2
Traits
Undead
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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 3
Traits
Animal
Aquatic
Check
Combat
18
Powers
Vulnerable to Cold.
If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
Monster 2
Traits
Minotaur
Check
Combat
15
OR
Fortitude
8
Powers
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Barrier 3
Traits
Trap
Poison
Check
Dexterity
Disable
10
OR
Wisdom
Perception
12
Powers
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
Barrier 3
Traits
Cache
Lock
Trap
Magic
Check
Disable
8
OR
Fortitude
10
Powers
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier’s location with the scourge Poisoned and banish this barrier.
Barrier 3
Traits
Trigger
Trap
Construct
Check
Wisdom
Disable
Perception
Stealth
13
Powers
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Craft
Disable
6+#
Powers
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Barrier 2
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.
Weapon 4
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Weapon 3
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
Traits
Loot
Knife
Melee
Ranged
Piercing
Finesse
Magic
Blackjack
Check
Strength
Dexterity
Melee
Ranged
Stealth
11
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character’s combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.
Weapon 4
Traits
Knife
Melee
Ranged
Piercing
Finesse
Respect
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
13
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
Weapon 2
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.
Spell 2
Traits
Magic
Divine
Animal
Check
Wisdom
Divine
7
Powers
Display. While displayed:
• On your Dexterity and Charisma checks, add 1d6.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Cold
Veteran
Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12
Powers
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Spell 4
Traits
Magic
Arcane
Divine
Attack
Undead
Check
Intelligence
Arcane
11
OR
Wisdom
Divine
13
Powers
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Loot
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Display. While displayed:
• For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
• On another local character’s combat check, add 1d4 and the Magic trait.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Armor 3
Traits
Heavy Armor
Magic
Loot
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer any damage, you may recharge to reduce it by 1.
• When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
11
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
Armor 3
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Fortitude
10
Powers
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
Armor 4
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Armor 2
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.
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 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.
Item 2
Traits
Wand
Magic
Arcane
Divine
Attack
Fire
Veteran
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
11
Powers
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Item 3
Traits
Object
Magic
Harrow
Check
Wisdom
Arcane
Divine
Perception
8
Powers
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
Item 2
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
10
Powers
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Ally 4
Traits
Animal
Mount
Check
Wisdom
Survival
11
Powers
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
Ally 3
Traits
Outsider
Genie
Check
Charisma
Diplomacy
Knowledge
12
Powers
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
Ally 4
Traits
Aberration
Check
Wisdom
Survival
9
Powers
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards’ before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Ally 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 4
Traits
Animal
Check
Wisdom
Survival
12
Powers
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
The first time you examine cards this turn, heal 1d4-1 cards.
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Blessing 3
Traits
Deity: Abadar
Divine
Check
Craft
Divine
8
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, you may recharge a card.
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Blessing 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
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: 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.
Turn: 7 Ezren/Bigguyinblack
Top of Blessing Discard Pile: The Wind And The Waves - When this is the hour: At the start of the turn, any character may recharge a card to move.
Blessing 3
Traits
Deity: Gozreh
Divine
Check
Wisdom
Divine
Survival
8
Powers
WHEN THIS IS THE HOUR
At the start of the turn, any character may recharge a card to move.
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Blessings Remaining: 23
Blessings Deck
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.
Proxy 0
Traits
Check
None
0
Powers
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 2
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: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 3
Traits
Deity: Zon-kuthon
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Blessing 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.
Proxy 0
Traits
Check
None
0
Powers
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Blessing 1
Traits
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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 0
Traits
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.
Proxy 0
Traits
Check
None
0
Powers
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 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: 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
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
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.
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:0
Located here: Radovan, Cogsnap
Notes: Proxy A displayed
Friendly Game Of Sredna
Weapon 4
Traits
Loot
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Blackjack
Check
Strength
Acrobatics
Melee
13
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
Barrier 4
Traits
Task
Respect
Check
Strength
7
OR
Constitution
Fortitude
12
Powers
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Spell 3
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
11
Powers
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Monster 3
Traits
Outsider
Elemental
Incorporeal
Check
Combat
14
Powers
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
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.
Shrine
Traits: Sacred, Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M:2 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:2
Notes: Red Reaver (villain)
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.
Monster 3
Traits
Construct
Golem
Check
Combat
18
Powers
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster’s immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
Blessing 3
Traits
Deity: Gorum
Divine
Check
Divine
Melee
Ranged
8
Powers
WHEN THIS IS THE HOUR
On your combat check, you may reveal any number of weapons; for each, add 1.
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, banish to use Arcane + 3d6. 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 10 check to recharge it instead.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Monster 1
Traits
Outsider
Elemental
Fire
Veteran
Check
Combat
11+##
Powers
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Story Bane Monster 4
Traits
Aberration
Check
Combat
25
Powers
When encountered, each character who is not marked with the scourge Honor-Tested suffers the scourge Frightened and summons and encounters the story bane Collapse.
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.
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 3
Traits
Trap
Construct
Check
Dexterity
Acrobatics
Disable
Stealth
11
Powers
If undefeated, display this barrier at your location. While displayed, at this location:
• When you explore, suffer 1d4 Combat damage.
• For your first exploration of your turn, you may encounter this barrier.
• When this location is closed, banish this barrier.
Proxy 0
Traits
Check
None
0
Powers
Reading Room
Traits: Sacred, Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:3 ?:1
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.
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.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Spell 3
Traits
Magic
Divine
Check
Wisdom
Divine
11
Powers
Display. While displayed:
• On local checks, add 1d6.
• At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
Proxy 0
Traits
Check
None
0
Powers
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
12
OR
Wisdom
Divine
13
Powers
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
• At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
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 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
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.
Dunes
Traits: Wild
At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
When Closing: Acquire the top blessing of the hourglass.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:0
Located here: Ezren
Notes: Proxy A displayed
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Item 4
Traits
Liquid
Paint
Respect
Check
Melee
Fortitude
7
Powers
Display. While displayed:
• When you suffer Electricity or Fire damage, reduce it by 3.
• When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
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.
Blessing 3
Traits
Deity: Iomedae
Divine
Check
Charisma
Diplomacy
Divine
8
Powers
WHEN THIS IS THE HOUR
On your check, you may discard an armor or the top card of your deck to add 1d6.
On another character’s check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Monster 2
Traits
Human
Ranger
Veteran
Check
Combat
10+##
OR
Wisdom
5+#
Powers
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
River
Traits: Aquatic, Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M:2 Ba:1 W:0 Sp:1 Ar:1 I:2 Al:0 Bl:1 ?:1
Located here: Sajan
Notes: Harrowing
Proxy 0
Traits
Check
None
0
Powers
Armor 3
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Spell 3
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 2; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4+1 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
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.
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.
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.
Monster 4
Traits
Giant
Check
Combat
22
Powers
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Barrier 3
Traits
Obstacle
Construct
Elemental
Electricity
Check
Dexterity
Constitution
Acrobatics
Fortitude
10
Powers
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Trail
Traits: Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M:3 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Angban,
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 4
Traits
Dragon
Check
Combat
18
OR
Survival
12
Powers
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Monster 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.
Item 3
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
12
Powers
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Barrier 2
Traits
Lock
Trap
Check
Strength
Dexterity
Disable
Divine
10
Powers
If undefeated, mark this barrier’s location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
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.
Monster 3
Traits
Aberration
Basilisk
Check
Combat
14
Powers
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
Proxy 0
Traits
Check
None
0
Powers
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 1
Traits
Human
Bard
Veteran
Check
Powers
Display. While displayed:
• On any non-combat check, you may bury to add 1d4+#.
• □ You may bury to heal a character a card and/or remove a scourge from them.
Supporter 1
Traits
Human
Expert
Check
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6.
• □ On any combat check, you may bury to reroll.
Supporter 3
Traits
Elf
Cleric
Check
Powers
Display. While displayed:
• After you discard cards as damage, you may draw a card.
• □ When you would fail your combat check, you may bury to add 1d8.
| Cogsnap - WilderRedbeard |
Off turn actions:
During Radovan's turn, send Embalming Fluid to recovery in place of Liquid Persuasion, send Potion of Restoration to recovery. Attempt recovery at end of turn:
Embalming Fluid - Craft 9: 1d10 + 5 ⇒ (9) + 5 = 14 recharged
Potion of Restoration - Craft 9: 1d10 + 5 ⇒ (8) + 5 = 13 recharged
Hand: Stone Skin, Liquid Persuasion, Blessing of the Elements 1, Shock Kukri (acq), Bottled Lightning (acq),
Displayed: Armored Coat,
Deck: 13 Discard: 2 Buried: 0
Current Location: Repository
Hero Points (Available): 1
NOTES:
Available Support: Local: Bottled Lightning ignores a monsters BA powers, Liquid Persuasion adds Cogsnap's Craft to a Charisma or Wisdom check, Potion of Restoration to draw 2 cards from your deck.
L&D: Stone Skin to reduce all damage by 4 for turn, Blessing available.
Movement: Move me to River if my location closes.
Other: Dice Re-Roll Used for 4A?: N
| Ezren the Explorer |
During Angban's turn reload Zellara's Harrow Deck to arrange the top 3 cards of my deck: Locate Object (Core), Lightning Bolt (Core), Zellara's Harrow Deck.
The Wind And The Waves - When this is the hour: At the start of the turn, any character may recharge a card to move. Examine the top card of my deck. Draw Locate Object.
Move to River.
Ally 5
Traits
Loot
Human
Barbarian
Respect
Check
Charisma
Diplomacy
11
OR
Summon And Defeat A Monster
0
Powers
Display. While displayed:
• On all combat and Fortitude checks, add 1d6.
• At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Face random monster #1 to acquire.
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.
element?: 1d6 ⇒ 5 Force
Cogsnap displays Stone skin next to Ezren preventing the 1 BYA damage. He then recharges Blessing of the Elements.
combat 10 +4 +4 displaying Chain Lightning, blessed by BotE: 2d12 + 3d6 + 5 ⇒ (6, 9) + (5, 3, 4) + 5 = 32
Stone Skin prevents the AYA damage. Display Lyrune-quah Moon Maiden at River. Ezren becomes Honer Tested. Cast Locate Object and encounter Magic Spiked Full Plate.
Armor 3
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
constitution 12 discarding Soothing Word to add my Intelligence, recharging my other Chain Lightning (Core) to add 1d4: 1d4 + 1d12 + 1d4 + 3 ⇒ (3) + (8) + (4) + 3 = 18
Display Magic Spiked Full Plate. Chain Lightning moves to recovery. End turn.
Ezren ends their turn.
Ezren attempts to recover all cards in their Recovery pile.
Locate Object (Core): Arcane 8: 1d12 + 5 ⇒ (7) + 5 = 12 -> Locate Object (Core) recharged.
Chain Lightning 2: Arcane 13: 1d12 + 5 ⇒ (6) + 5 = 11 -> Chain Lightning 2 discarded.
Ezren resets their hand.
Hand: Fate-reader Lenses, Lightning Bolt (Core), Zellara's Harrow Deck, Mist Horn (Core), False Life, Enhance, Harrowstrike,
Displayed: Keppira D’bear, Impervious Chain Shirt, Thousand Bones, Magic Spiked Full Plate,
Deck: 12 Discard: 8 Buried: 0
"Current Location: River
Hero Points: 5 // Ezren has the following scourges marked:Honor-Tested:"While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
"NOTES:
Available Support: Folio reroll:
Blessings are available for use.Enhance: Freely display next to a local character and choose a skill. While displayed: On their checks using that skill, add 1 + #.
At the end of the turn, banish. (Note: For best results pick Str/Dex/Con/Int/Wis/Cha)Mist Horn (Core): Display next to a location. While displayed: When a character at this location suffers damage, reduce it by 2.
Fate-reader Lenses: On any Perception check, reveal to add 1d10.
Keppira D’bear: • On all checks against Undead banes, add 1d4.
Movement: Move me to Reading Room if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Frost Ray (Core), Disable Mechanism (Core), Spellbook (Core), Cat (Core), Leech, Plaguebringer’s Mask, Card Caster, Bound Imp (Core), Fly (Core)
Recharged: Good Omen (Core), Chain Lightning (Core), Locate Object (Core),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane Intelligence +2
Craft Intelligence +1
Knowledge Intelligence +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.
[x] On your non-Intelligence check, you may discard a spell to add your Intelligence.
River card 1 displayed. Card 2 acquired.
Cogsnap recharges Blessing of the Elements and recovers Stone Skin.
| MorkXII - Sajan 1017 |
Hour: Osiron.
Swap Salvator Scream into kit for BotGods.
Move to Repository.
Explore: Blackjack’s Rapier ...hmm, that shouldn't be there, I guess. Swap it for: Verminbane Warhammer
Recharge BotG, +d4 from hour
Melee 14: 1d8 + 1 + 1d8 + 1d4 ⇒ (3) + 1 + (8) + (2) = 14 Acquired.
Discard Verminbane Warhammer, Pure Holy Water.
Draw up to 5.
Skills and Powers:Hand: Blackjack's Daggers, Blackjack's Rapier, Invigorating Temple Sword +2, Amulet of Fiery Fists, OrisonSkills STRENGTH d8
Melee +1
DEXTERITY d8 +3
Acrobatics +2
CONSTITUTION d6
Fortitude +2
INTELLIGENCE d6
WISDOM d8
Perception +1
CHARISMA d6Powers
EXILED PADAPRAJNA
HAND SIZE 5 ☐ 6 R☐ 7
For your combat check, you may recharge a card to use Acrobatics or Melee + 1d6 ([X1] 1d10 and add the Magic trait) plus the card’s level and add the Bludgeoning and Melee traits.
On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
When you play a blessing on your check, you may recharge it instead of discarding it. (R☐ A local character may do so on your check.)
When you suffer Combat (R[X3] or a local character suffers) ([X2] or any) damage, reduce it by 1. (R☐ Before you discard cards as damage, you may reload up to 2 cards.)
R☐ Gain the skill Melee: Strength +3 and you are proficient with Melee weapons.
R☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged weapons.
R☐ On your check, you may recharge an item (R☐ or a boon) to reroll a die.BLACKJACK
HAND SIZE 5 ☐ 6 +1 ☐ +2
PROFICIENCIES Weapon
For your combat check, you may recharge a card to use Acrobatics or Melee + 1d6 ([X1] 1d10 and add the Magic trait) plus the card’s level and add the Bludgeoning and Melee traits.
On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
When you play a blessing on your check, you may recharge it instead of discarding it.
When you suffer Combat ([X2] or any) damage, reduce it by 1.
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X3] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead ([ and add 1d6 to your checks against it).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.WEAPON 2 ☐ 3
SPELL 0 ☐ 1 ☐ 2
ITEM 3 [X2] 4 ☐ 5
ALLY 3 ☐ 4 ☐ 5
BLESSING 7 [X1] 8 [X3] 9 ☐ 10
Displayed: Cook, Honor-Tested, Incitation, Salvator Scream
Deck: 12 Discard: 3 Buried: 1
Hero Points: 2 Shirt Reroll Available (CCT-4A): Yes
Notes: Role: Blackjack
Kit: Incitation, Blessing of the Gods, Cook
Respect Points: 1 (4A)
Blackjack's Daggers:Blackjack's Daggers
Weapon 4Traits
Loot
Knife
Melee
Ranged
Piercing
Finesse
Magic
BlackjackChecks
Strength
Dexterity
Melee
Ranged
Stealth
11Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character’s combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.Amulet of Fiery Fists:Amulet of Fiery Fists
Item 2Traits
Accessory
MagicChecks
Wisdom
Divine
7
or
Intelligence
Arcane
9Powers
Reveal this card to add 1d8 and the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check.Orison:Orison
Blessing 0Traits
DivineChecks
Wisdom
Divine
2Powers
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.Honor-Tested:Honor-Tested
Scourge 0Powers
WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
| MorkXII - Sajan 1017 |
During This Adventure: Adventure 4: Adventure 4—A History of Ashes
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 4A: Red Moon
STORY BANES:
SETUP:
DURING THIS SCENARIO:
Ally 5
Traits
Loot
Human
Barbarian
Respect
Check
Charisma
Diplomacy
11
OR
Summon And Defeat A Monster
0
Powers
Display. While displayed:
• On all combat and Fortitude checks, add 1d6.
• At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Scourge 0
Traits
Check
Powers
WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 4
Traits
Trigger
Vermin
Veteran
Check
Combat
20
Powers
When examined, suffer 1 Poison damage, then encounter this monster.
Immune to Mental.
If you are at an Underground location, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Poisoned.
Monster 3
Traits
Animal
Check
Combat
18
OR
Survival
9
Powers
Before acting, each local character suffers 1 Combat damage.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Monster 3
Traits
Aberration
Manticore
Check
Combat
15
Powers
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
Monster 2
Traits
Outsider
Check
Combat
11
Powers
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
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 4
Traits
Obstacle
Plant
Check
Intelligence
Knowledge
10
OR
Wisdom
Survival
7
Powers
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
• At the start of your turn, you may encounter this barrier.
• When this location is closed, banish this barrier.
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
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 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.
Weapon 4
Traits
Spear
Melee
Ranged
2-handed
Respect
Magic
Check
Strength
Melee
12
OR
Dexterity
Ranged
Survival
14
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
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.
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 4
Traits
Knife
Melee
Ranged
Piercing
Finesse
Respect
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
13
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
Weapon 3
Traits
Sword
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Spell 4
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Cold
Veteran
Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12
Powers
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Spell 4
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
10
Powers
Display next to a character. While displayed:
• On this character’s combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
13
Powers
Display next to a local character.
While displayed:
• This character’s Strength and Constitution skills are 1d12+4.
• On this character’s Strength checks, add 1d4.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
Armor 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
Armor 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
• On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
Armor 3
Traits
Heavy Armor
Helm
Gray Maiden
Magic
Check
Constitution
Diplomacy
Fortitude
10
Powers
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Armor 2
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.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Acrobatics
Fortitude
10
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
Item 3
Traits
Accessory
Magic
Deity: Achaekek
Red Mantis
Check
Constitution
Fortitude
8
Powers
On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
Item 3
Traits
Object
Magic
Check
Wisdom
Survival
10
Powers
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Item P2
Traits
Liquid
Alchemical
Check
Constitution
Divine
Fortitude
7
Powers
Banish or shuffle into another character’s deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Item 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.
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
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 2
Traits
Dragon
Check
Wisdom
Arcane
Survival
9
Powers
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
Ally 3
Traits
Human
Wizard
Check
Intelligence
Arcane
10
OR
Charisma
Diplomacy
14
Powers
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
Ally 4
Traits
Human
Oracle
Respect
Check
Charisma
Diplomacy
Divine
12
OR
Recharge A Respect Boon
0
Powers
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
Ally 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.
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
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you move during your move step, bury a card.
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessing 0
Traits
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 3
Traits
Deity: Nethys
Divine
Check
Intelligence
Arcane
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would examine the top card of a location, you may examine the top 2 cards instead.
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Turn: 9 Cogsnap/Wilderredbeard
Top of Blessing Discard Pile: Henchman Proxy B - When this is the hour:
Proxy 0
Traits
Check
None
0
Powers
Blessings Remaining: 21
Blessings Deck
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 2
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: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 3
Traits
Deity: Zon-kuthon
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Blessing 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.
Proxy 0
Traits
Check
None
0
Powers
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Blessing 1
Traits
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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 0
Traits
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.
Proxy 0
Traits
Check
None
0
Powers
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 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: 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
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
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.
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:1 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:0
Located here: Radovan, Cogsnap
Notes: Proxy A displayed
Friendly Game Of Sredna
Barrier 4
Traits
Task
Respect
Check
Strength
7
OR
Constitution
Fortitude
12
Powers
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Spell 3
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
11
Powers
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Monster 3
Traits
Outsider
Elemental
Incorporeal
Check
Combat
14
Powers
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
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.
Shrine
Traits: Sacred, Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M:2 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:2
Notes: Red Reaver (villain)
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.
Monster 3
Traits
Construct
Golem
Check
Combat
18
Powers
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster’s immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
Blessing 3
Traits
Deity: Gorum
Divine
Check
Divine
Melee
Ranged
8
Powers
WHEN THIS IS THE HOUR
On your combat check, you may reveal any number of weapons; for each, add 1.
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, banish to use Arcane + 3d6. 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 10 check to recharge it instead.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Monster 1
Traits
Outsider
Elemental
Fire
Veteran
Check
Combat
11+##
Powers
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Story Bane Monster 4
Traits
Aberration
Check
Combat
25
Powers
When encountered, each character who is not marked with the scourge Honor-Tested suffers the scourge Frightened and summons and encounters the story bane Collapse.
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.
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 3
Traits
Trap
Construct
Check
Dexterity
Acrobatics
Disable
Stealth
11
Powers
If undefeated, display this barrier at your location. While displayed, at this location:
• When you explore, suffer 1d4 Combat damage.
• For your first exploration of your turn, you may encounter this barrier.
• When this location is closed, banish this barrier.
Proxy 0
Traits
Check
None
0
Powers
Reading Room
Traits: Sacred, Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:3 ?:1
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.
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.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Spell 3
Traits
Magic
Divine
Check
Wisdom
Divine
11
Powers
Display. While displayed:
• On local checks, add 1d6.
• At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
Proxy 0
Traits
Check
None
0
Powers
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
12
OR
Wisdom
Divine
13
Powers
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
• At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
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 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
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.
Dunes
Traits: Wild
At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
When Closing: Acquire the top blessing of the hourglass.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:0
Located here: Ezren
Notes: Proxy A displayed
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Item 4
Traits
Liquid
Paint
Respect
Check
Melee
Fortitude
7
Powers
Display. While displayed:
• When you suffer Electricity or Fire damage, reduce it by 3.
• When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
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.
Blessing 3
Traits
Deity: Iomedae
Divine
Check
Charisma
Diplomacy
Divine
8
Powers
WHEN THIS IS THE HOUR
On your check, you may discard an armor or the top card of your deck to add 1d6.
On another character’s check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Monster 2
Traits
Human
Ranger
Veteran
Check
Combat
10+##
OR
Wisdom
5+#
Powers
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
River
Traits: Aquatic, Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:1 ?:0
Located here: Ezren, Sajan
Notes: Proxy A displayed
Harrowing
Spell 3
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 2; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4+1 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
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.
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.
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.
Monster 4
Traits
Giant
Check
Combat
22
Powers
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Barrier 3
Traits
Obstacle
Construct
Elemental
Electricity
Check
Dexterity
Constitution
Acrobatics
Fortitude
10
Powers
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Trail
Traits: Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M:3 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Angban,
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 4
Traits
Dragon
Check
Combat
18
OR
Survival
12
Powers
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Monster 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.
Item 3
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
12
Powers
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Barrier 2
Traits
Lock
Trap
Check
Strength
Dexterity
Disable
Divine
10
Powers
If undefeated, mark this barrier’s location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
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.
Monster 3
Traits
Aberration
Basilisk
Check
Combat
14
Powers
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
Proxy 0
Traits
Check
None
0
Powers
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 1
Traits
Human
Bard
Veteran
Check
Powers
Display. While displayed:
• On any non-combat check, you may bury to add 1d4+#.
• □ You may bury to heal a character a card and/or remove a scourge from them.
Supporter 1
Traits
Human
Expert
Check
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6.
• □ On any combat check, you may bury to reroll.
Supporter 3
Traits
Elf
Cleric
Check
Powers
Display. While displayed:
• After you discard cards as damage, you may draw a card.
• □ When you would fail your combat check, you may bury to add 1d8.
| Cogsnap - WilderRedbeard |
Off turn actions:
Display Stone Skin next to Ezren.
Recharge BotElements for Ezren's check.
Stone Skin recovery - Arcane 9: 1d10 + 4 ⇒ (7) + 4 = 11 recharged
The hour of COLLAPSE
When this is the hour: Each character at a random occupied location summons and encounters the non-closing henchman Collapse.
Random occupied location (1-Rep, 2-Dunes, 3-River, 4-Trail): 1d4 ⇒ 1 Repository - Cogsnap and Radovan summon and encounter the story bane Collapse.
Traits
Obstacle
Veteran
Check
Dexterity
Wisdom
8+#
OR
Acrobatics
Perception
6+#
Powers
If undefeated, suffer 1d4 Combat damage, then succeed at a Strength 5+# check or suffer the scourge Entangled.
Wisdom 8+#=12: 1d6 + 1d10 + 5 ⇒ (1) + (9) + 5 = 15 defeated
Barrier banished after Radovan's encounter. Hour is once again Orison with no effect.
Move to Dunes.
Explore:
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Combat 11+##=19: 1d10 + 5 + 3d8 ⇒ (9) + 5 + (1, 5, 1) = 21 defeated
Recharge Shock Kukri to draw 2 random Liq/Alchemical Items from the box and keep 1: The Unveiling (Item P2) & Elixir of Focus (Item 2). Keep Elixir of Focus.
End turn. Attempt recovery:
Liquid Persuasion - Craft 11: 1d10 + 5 ⇒ (7) + 5 = 12 recharged
Send Elixir of Focus to recovery to add Craft skill to Bottled Lightning recharge:
Bottled Lightning - Craft 14: 2d10 + 10 ⇒ (4, 6) + 10 = 20 recharged
An excerpt from the clockwork recording device of Cognsap the Unbleached:
ambient sound of clinking bottles
"That collapse smashed the majority of my tinctures. Not to mention my poor ribs. Might be time to get something a little more substantial than this ratty old coat!"
Hand: Heavy Crossbow, Galvanic Chakram +1, Burglar's Bracers, Ambrosia, Tangleburn Bag, Gentleman Explorer, Blessing of the Elements 2,
Displayed: Armored Coat,
Deck: 11 Discard: 2 Buried: 0
Current Location: Dunes
Hero Points (Available): 1
NOTES:
Available Support: Local: Ambrosia available.
Distant: Heavy Crossbow freely discards to add 1d8 to a combat check.
L&D: Blessing available.
Other: Dice Re-Roll Used for 4A?: N
Middle of Deck (Unknown Order): Acid Flask, The Snakebite
Recharged: Clockwork Servant, Blackfingers, Embalming Fluid, Potion of Restoration, Blessing of the Elements 1, Stone Skin, Shock Kukri (acq), Liquid Persuasion, Bottled Lightning (acq),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Weapons, Alchemical, Arcane
POWERS: BLOODBOMBER Role Card
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. □ During recovery, you may discard (□ or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check.
□ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
| Radovan - Katlyn99 |
OFF-TURN ACTIONS: Cogsnaps turn - evade collapse
Hourglass Discard: Orison
WHEN THIS IS THE HOUR: No effect.
Start of Turn: Reveal Grogul to recharge Snick
Move: Move to Dunes
Explore: Red War Paint
Ezren uses Enhance (Constitution).
Fortitude 7: 1d8 + 2 + 5 ⇒ (4) + 2 + 5 = 11
Acquired Red War Paint (4). Displayed next to Quang.
Discard Appleslayer to move to Repository and examine
Examine: Friendly Game Of Sredna
Choose to encounter
Ehance (Constitution) still in effect. Bury Red War Paint (4)
Fortitude 12: 1d8 + 7 + 1d6 + 4 ⇒ (8) + 7 + (2) + 4 = 21
Barrier defeated by over 6. 2 respect points earned. Friendly Game of Sredna removed from game.
Discard Grogul to explore.
Explore: Dragon’s Breath
Auto fail
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
Display Emperor Scorpion (4) next to Fell Viridio due to suffering poison.
Discard The Demon's Lantern to explore.
Explore: Mist Horror
Recharge Red Mantis Mask, reload humanbane rapier
Combat 14: 1d8 + 5 + 1d4 + 1 + 2 + 1d8 + 1d6 + 1 + 1d4 ⇒ (7) + 5 + (2) + 1 + 2 + (2) + (3) + 1 + (4) = 27
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
Random location for Mist Horror: 1d6 ⇒ 1
Mist Horror shuffled into Repository
Random location for Radovan: 1d7 ⇒ 6
Radovan moves to Trail
"
Hand: Humanbane Rapier, Red Leathers, Snakebite Dagger, Rodrick, The Locksmith, Keen Rapier,
Displayed: Bloodroot Poison (Core),
Deck: 5 Discard: 7 Buried: 0
Current Location: Trail
Hero Points: 3/3
Reroll used? No // Radovan has the following scourges marked:Honor-Tested:While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
NOTES:
Available Support: Feel free to use my blessing(s).
Movement: Move me to wherever the most characters are or to where cogsnap is when my location closes.
Displayed cards next to Devil Form(s): Displayed Devil Forms
Quang (OOC d6):
Norge (Fire IC d8):
Fell Viridio (Poison IC 2d6): Emperor Cobra (3) Emperor Scorpion (4)
Middle of Deck (Unknown Order): Belt of Physical Prowess, Zae, Shadowless Sword
Recharged: Snick, Red Mantis Mask,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Acrobatics: Dexterity +2 (Quang displayed)
Fortitude: Constitution +2 (Norge displayed)
Perception: Charisma +2 (Fell Viridio)
Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms) (☑ or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
On your non-2-Handed combat check, add 1d4 (□ 1d6); add another 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
☐ When a monster encountered by a character at your location is undefeated (☐ or when you defeat a monster), display a monster from the box next to a displayed devil form.
You may evade your encounter. (Quang displayed)
When you acquire a boon, you may display it next to Quang. (Quang displayed)
On your non-combat check, you may bury a card displayed next to Quang to add 1d6 plus that card's adventure deck number. (Quang displayed)
Reduce Fire damage dealt to you to 0. (Norge displayed)
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (Norge displayed)
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number. (Norge displayed)
Reduce Poison damage dealt to you to 0. (Fell Viridio displayed)
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. (Fell Viridio displayed)
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number. (Fell Viridio displayed)
| Ezren the Explorer |
Ezren attempts to recover all cards in their Recovery pile.
Enhance: Arcane 7: 1d12 + 5 ⇒ (11) + 5 = 16 -> Enhance recharged .
| Angban |
Start turn, hour is Zon-kuthon’s Pain. Move to Reading room. Explore, first examining top 2 cards: Pharasma’s Knowing and Drums Of Haste. Explore the Drums.
Con 8: 1d10 ⇒ 10 Acquired!
Discard Gorum's Iron to explore again
Random card: 1d9 ⇒ 1: Pharasma’s Knowing
Wis 4 + # = 8: 1d6 ⇒ 6 Failed
End turn. Recharge Shock Musket from buried pile. Reset hand, discard Dragon Pistol and Drums, and drawing 2.
Hand: Ausio Carowyn, Dragon Pistol +1, Blessing of Achaekek, Poisoned Bullets, Pepperbox,
Displayed:
Deck: 8 Discard: 6 Buried: 1
Current Location: Reading Room
Hero Points: 4
Shirt Reroll: used
NOTES:
Available Support: Ausio adds 2d12 to acquire, Dragon Pistol adds 1d6 to local combat - Please use these!. Achaekek double blesses vs story banes. Gorum's Iron recharges to bless non-attack combat
Movement: Trail (or wherever the maze or the bottle takes me)
Middle of Deck (Unknown Order): Adamantine Bullets, Hand Cannon, Voidglass Armor, Benevolent Buckler
Recharged: Hide Armor, Blessing of Alkenstar, Toxic Blunderbuss +1, Powder Horn,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Ranged: Dexterity + 3
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +3
Intelligence d6 ☐ +1 ☐ +2
Craft: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1 ☐ +2
Traits: Dwarf, Gunslinger
Favored Card: Armor or Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armors, Weapons
POWERS:
When you play an armor to reduce damage dealt to you, reduce it by an additional 1 (☐ 3).
At the end of your turn, you may recharge a buried weapon that has the Firearm trait (☐ or a buried armor).
☑ Gain the skill Craft: Intelligence +3.
For the first exploration of your turn, you may examine the top 2 cards of your location deck. Choose 1 to encounter; you must encounter a monster if you found any. Then shuffle the rest into the deck.
| Ezren the Explorer |
Iomedae’s Justice: On your check against an Outsider card, add 1d4. Examine the top card of my deck: Fly (Core), Draw it.
Pass Zellara's Harrow Deck to Radovan.
Move to Repository.
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.
poison dmg for failing to acquire: 1d4 - 1 ⇒ (2) - 1 = 1
Draw then redisplay Magic Spiked Full Plate to prevent it. Summon a spell in an attempt to close.
Spell 4
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
wisdom 12 discarding Harrowstrike to add my intelligence: 1d8 + 1d12 + 3 ⇒ (3) + (8) + 3 = 14
recharge boons on close: 1d4 ⇒ 2
Recharge Restoration and False Life. Move to Reading Room on close.
bury Thousand Bones to cure myself: 1d4 + 1 ⇒ (1) + 1 = 2
Hand: Lightning Bolt (Core), Fly (Core), Fate-reader Lenses, Mist Horn (Core), Frost Ray (Core), Enhance, Card Caster,
Displayed: Keppira D’bear, Impervious Chain Shirt, Magic Spiked Full Plate,
Deck: 13 Discard: 7 Buried: 0
"Current Location: Reading Room
Hero Points: 5 // Ezren has the following scourges marked:Honor-Tested:"While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
"NOTES:
Available Support: Folio reroll:
Blessings are available for use.Enhance: Freely display next to a local character and choose a skill. While displayed: On their checks using that skill, add 1 + #.
At the end of the turn, banish. (Note: For best results pick Str/Dex/Con/Int/Wis/Cha)Mist Horn (Core): Display next to a location. While displayed: When a character at this location suffers damage, reduce it by 2.
Fate-reader Lenses: On any Perception check, reveal to add 1d10.
Keppira D’bear: • On all checks against Undead banes, add 1d4.
Movement: Move me to Reading Room if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Leech, Locate Object (Core), Cat (Core), Harrowstrike, Restoration, Chain Lightning 2, False Life, Disable Mechanism (Core), Spellbook (Core), Good Omen (Core), Plaguebringer’s Mask, Bound Imp (Core), Chain Lightning (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane Intelligence +2
Craft Intelligence +1
Knowledge Intelligence +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.
[x] On your non-Intelligence check, you may discard a spell to add your Intelligence.
Repository closed.
Acquired random spell #1 Restoration.
Zellara's Harrow Deck handed to Radovan.
| Ezren the Explorer |
Turn redo due to missing Mist Horror. Also got Rodovan's location wrong so on Angban's turn reload Zellara's Harrow Deck to arrange my top 3 cards: Disable Mechanism (Core), Zellara's Harrow Deck, Plaguebringer’s Mask.
Iomedae’s Justice: On your check against an Outsider card, add 1d4. Examine the top card of my deck: Disable Mechanism (Core). Draw it.
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.
Banished. Recharge False Life to examine Dunes Card 4. Lady Of Valor. Recharge Mist Horn (Core) to explore.
Blessing 3
Traits
Deity: Iomedae
Divine
Check
Charisma
Diplomacy
Divine
8
Powers
WHEN THIS IS THE HOUR
On your check, you may discard an armor or the top card of your deck to add 1d6.
On another character’s check to defeat, discard to add 2d8; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
charisma 8 discarding Harrowstrike to add my intelligence: 1d6 + 1d12 + 3 ⇒ (5) + (11) + 3 = 19
Discard Lady Of Valor to explore.
Monster 2
Traits
Human
Ranger
Veteran
Check
Combat
10+##
OR
Wisdom
5+#
Powers
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Honer bound, discard Disable Mechanism (Core) to add 3 to my check.
BYA ranged combat dmg: 1d4 ⇒ 4 Recharge Impervious Chain Shirt to prevent it.
Cogsnap recharges Blessing of the Elements.
combat 10 +4 +4 casting Lightning Bolt, blessed by BotE, bonus from Honer Bound: 2d12 + 3d6 + 8 ⇒ (4, 2) + (5, 2, 2) + 8 = 23
Encounter the top blessing of the hourglass to try to close.
Blessing 3
Traits
Deity: Zon-kuthon
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
No hope of acquiring this, Out of spells.
bury Thousand Bones to cure myself: 1d4 + 1 ⇒ (1) + 1 = 2
Ezren ends their turn.
Ezren attempts to recover all cards in their Recovery pile.
Lightning Bolt (Core): Arcane 10: 1d12 + 5 ⇒ (4) + 5 = 9 -> Lightning Bolt (Core) discarded.
Ezren resets their hand.
Hand: Fate-reader Lenses, Frost Ray (Core), Cat (Core), Card Caster, Zellara's Harrow Deck, Fly (Core), Plaguebringer’s Mask,
Displayed: Keppira D’bear, Magic Spiked Full Plate,
Deck: 12 Discard: 10 Buried: 1
"Current Location: Dunes
Hero Points: 5 // Ezren has the following scourges marked:Honor-Tested:"While Marked:
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
"NOTES:
Available Support: Folio reroll:
Blessings are available for use.Fate-reader Lenses: On any Perception check, reveal to add 1d10.
Keppira D’bear: • On all checks against Undead banes, add 1d4.
Movement: Move me to Reading Room if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Lady Of Valor, Impervious Chain Shirt, Bound Imp (Core), Mist Horn (Core), Spellbook (Core), The Fiend, Leech, Chain Lightning (Core), False Life, Enhance, Locate Object (Core), Good Omen (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane Intelligence +2
Craft Intelligence +1
Knowledge Intelligence +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.
[x] On your non-Intelligence check, you may discard a spell to add your Intelligence.
Dunes card 4 acquired. Cards 3 and 5 banished. Location still open.
Recharged Cogsnap's Blessing of the Elements.
Sajan's hour banished.
| MorkXII - Sajan 1017 |
Hour: Incitation
Move to Shrine.
Swap Blackjack's Rapier into kit for Incitation.
Explore: Symbol Of Agony
Recharge Orison to bless
Wisdom 9: 1d8 + 1d8 ⇒ (5) + (8) = 13 Defeated.
Discard Incitation to explore: Wood Golem
Discard Invigorating Temple Sword +2 for Honor Tested.
+3 for Honor Tested.
BA Con 6: 1d6 + 2 + 3 ⇒ (3) + 2 + 3 = 8 Success.
Reload Blackjack's Daggers to use char power. Reveal Amulet for +d8+Fire. +4 for Fire. +3 for Honor Tested
Combat 18: 1d8 + 5 + 1d10 + 4 + 1d8 + 4 + 3 ⇒ (6) + 5 + (4) + 4 + (5) + 4 + 3 = 31 Defeated.
Draw up to 5.
Skills and Powers:Hand: Blackjack's Daggers, Shock Kukri, Amulet of Fiery Fists, Blackjack's Gear, Blessing of ErastilSkills STRENGTH d8
Melee +1
DEXTERITY d8 +3
Acrobatics +2
CONSTITUTION d6
Fortitude +2
INTELLIGENCE d6
WISDOM d8
Perception +1
CHARISMA d6Powers
EXILED PADAPRAJNA
HAND SIZE 5 ☐ 6 R☐ 7
For your combat check, you may recharge a card to use Acrobatics or Melee + 1d6 ([X1] 1d10 and add the Magic trait) plus the card’s level and add the Bludgeoning and Melee traits.
On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
When you play a blessing on your check, you may recharge it instead of discarding it. (R☐ A local character may do so on your check.)
When you suffer Combat (R[X3] or a local character suffers) ([X2] or any) damage, reduce it by 1. (R☐ Before you discard cards as damage, you may reload up to 2 cards.)
R☐ Gain the skill Melee: Strength +3 and you are proficient with Melee weapons.
R☐ Gain the skill Ranged: Dexterity +3 and you are proficient with Ranged weapons.
R☐ On your check, you may recharge an item (R☐ or a boon) to reroll a die.BLACKJACK
HAND SIZE 5 ☐ 6 +1 ☐ +2
PROFICIENCIES Weapon
For your combat check, you may recharge a card to use Acrobatics or Melee + 1d6 ([X1] 1d10 and add the Magic trait) plus the card’s level and add the Bludgeoning and Melee traits.
On your combat or Acrobatics check, you may freely play 1 blessing (☐ or 2 blessings).
When you play a blessing on your check, you may recharge it instead of discarding it.
When you suffer Combat ([X2] or any) damage, reduce it by 1.
You may add Blackjack cards to your deck list in addition to your other cards.
After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit. At the start of your turn, you may exchange a card in your hand with a card in your kit.
[X3] When you would recharge, shuffle, discard, or bury a boon for your character or role power, you may reload a Blackjack boon instead.
☐ On your Acrobatics or Stealth check, you may discard a card to reroll 1 die (☐ or 2 dice).
☐ When another local character would encounter a monster (☐ or an Obstacle, Skirmish, or Trap barrier), you may discard a card to encounter it instead ([ and add 1d6 to your checks against it).
☐ You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
☐ Gain the skills Acrobatics: Dexterity +3, Stealth: Dexterity +3, and Diplomacy: Charisma +3.WEAPON 2 ☐ 3
SPELL 0 ☐ 1 ☐ 2
ITEM 3 [X2] 4 ☐ 5
ALLY 3 ☐ 4 ☐ 5
BLESSING 7 [X1] 8 [X3] 9 ☐ 10
Displayed: Blackjack's Rapier, Cook, Honor-Tested, Salvator Scream
Deck: 10 Discard: 5 Buried: 1
Hero Points: 2 Shirt Reroll Available (CCT-4A): Yes
Notes: Role: Blackjack
Kit: Blackjack's Rapier, Blessing of the Gods, Cook
Respect Points: 1 (4A)
Blackjack's Daggers:Blackjack's Daggers
Weapon 4Traits
Loot
Knife
Melee
Ranged
Piercing
Finesse
Magic
BlackjackChecks
Strength
Dexterity
Melee
Ranged
Stealth
11Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local character’s combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.Amulet of Fiery Fists:Amulet of Fiery Fists
Item 2Traits
Accessory
MagicChecks
Wisdom
Divine
7
or
Intelligence
Arcane
9Powers
Reveal this card to add 1d8 and the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check.Blessing of Erastil:Blessing of Erastil
Blessing 1Traits
Divine
ErastilChecks
Dexterity
4
or
Divine
5Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.Honor-Tested:Honor-Tested
Scourge 0Powers
WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
| MorkXII - Sajan 1017 |
During This Adventure: Adventure 4: Adventure 4—A History of Ashes
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 4A: Red Moon
STORY BANES:
SETUP:
DURING THIS SCENARIO:
Ally 5
Traits
Loot
Human
Barbarian
Respect
Check
Charisma
Diplomacy
11
OR
Summon And Defeat A Monster
0
Powers
Display. While displayed:
• On all combat and Fortitude checks, add 1d6.
• At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all combat and Fortitude checks, add 3.
Scourge 0
Traits
Check
Powers
WHILE MARKED
When you encounter a monster, discard a card and add 3 to your checks against it. If you cannot discard, the monster is evaded.
When you evade a monster, remove this scourge.
At the end of the scenario, gain 1 respect point.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 3
Traits
Animal
Check
Combat
13
Powers
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
Monster 3
Traits
Outsider
Rakshasa
Check
Combat
11
Powers
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
Monster 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 2
Traits
Outsider
Check
Combat
11
Powers
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
Monster 4
Traits
Vermin
Check
Combat
16
Powers
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
Barrier 4
Traits
Skirmish
Red Mantis
Check
None
0
Powers
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
Barrier 3
Traits
Cache
Lock
Trap
Magic
Check
Disable
8
OR
Fortitude
10
Powers
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier’s location with the scourge Poisoned and banish this barrier.
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 3
Traits
Trap
Poison
Check
Dexterity
Disable
10
OR
Wisdom
Perception
12
Powers
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
Barrier 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.
Weapon 2
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
11
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Weapon 3
Traits
Sword
Melee
Slashing
Finesse
Magic
Red Mantis
Veteran
Check
Strength
Acrobatics
Melee
13
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
Weapon 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.
Weapon 3
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Acrobatics
Melee
11
Powers
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Cold
Veteran
Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12
Powers
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Attack
Undead
Check
Intelligence
Arcane
9
Powers
For your combat check, banish to use Arcane + 2d6, then you may heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 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.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
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 4
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Armor 3
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Fortitude
10
Powers
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
11
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
Armor 2
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 3
Traits
Object
Magic
Harrow
Check
Wisdom
Arcane
Divine
Perception
8
Powers
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
Item 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Display. While displayed:
• Remove your scourge Frightened.
• You may banish to ignore a monster’s before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.
Item 2
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Item 4
Traits
Liquid
Paint
Respect
Check
Melee
Fortitude
4
Powers
Display. While displayed:
• When you defeat a monster, after the encounter, you may discard a card to move.
• When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Item 4
Traits
Wand
Divine
Magic
Healing
Check
Wisdom
Divine
10
Powers
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Ally 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
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 2
Traits
Human
Soldier
Check
Charisma
Diplomacy
Knowledge
10
Powers
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
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.
Ally 4
Traits
Human
Oracle
Respect
Check
Charisma
Diplomacy
Divine
12
OR
Recharge A Respect Boon
0
Powers
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Melee
4+#
Powers
WHEN THIS IS THE HOUR
When you encounter a monster from a location, before acting, another local character summons and encounters it.
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Blessing 3
Traits
Deity: Erastil
Divine
Check
Dexterity
Divine
Survival
8
Powers
WHEN THIS IS THE HOUR
On your check, if you are at a Wild location, add 1d4.
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
Blessing 0
Traits
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: 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 3
Traits
Deity: Norgorber
Divine
Check
Craft
Divine
Stealth
8
Powers
WHEN THIS IS THE HOUR
On your check that invokes the Alchemical or Poison trait, add 1d4.
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Turn: 14 Cogsnap/Wilderredbeard
Top of Blessing Discard Pile: Henchman Proxy B - When this is the hour:
Proxy 0
Traits
Check
None
0
Powers
Blessings Remaining: 15
Blessings Deck
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Blessing 1
Traits
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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 0
Traits
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.
Proxy 0
Traits
Check
None
0
Powers
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 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: 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
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
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.
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Notes: Proxy A displayed
Mist Horror (cold required)
Monster 3
Traits
Outsider
Elemental
Incorporeal
Check
Combat
14
Powers
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
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.
Shrine
Traits: Sacred, Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M:1 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:2
Located here: Sajan
Notes: Red Reaver (villain)
Blessing 3
Traits
Deity: Gorum
Divine
Check
Divine
Melee
Ranged
8
Powers
WHEN THIS IS THE HOUR
On your combat check, you may reveal any number of weapons; for each, add 1.
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, banish to use Arcane + 3d6. 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 10 check to recharge it instead.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Monster 1
Traits
Outsider
Elemental
Fire
Veteran
Check
Combat
11+##
Powers
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Story Bane Monster 4
Traits
Aberration
Check
Combat
25
Powers
When encountered, each character who is not marked with the scourge Honor-Tested suffers the scourge Frightened and summons and encounters the story bane Collapse.
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.
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 3
Traits
Trap
Construct
Check
Dexterity
Acrobatics
Disable
Stealth
11
Powers
If undefeated, display this barrier at your location. While displayed, at this location:
• When you explore, suffer 1d4 Combat damage.
• For your first exploration of your turn, you may encounter this barrier.
• When this location is closed, banish this barrier.
Proxy 0
Traits
Check
None
0
Powers
Reading Room
Traits: Sacred, Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:2 ?:1
Located here: Angban,
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Spell 3
Traits
Magic
Divine
Check
Wisdom
Divine
11
Powers
Display. While displayed:
• On local checks, add 1d6.
• At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
Proxy 0
Traits
Check
None
0
Powers
Spell 4
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
12
OR
Wisdom
Divine
13
Powers
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
• At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
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 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
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.
Dunes
Traits: Wild
At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass.
When Closing: Acquire the top blessing of the hourglass.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Ezren, Cogsnap
Notes: Proxy A displayed
River
Traits: Aquatic, Wild
At This Location: On your check, you may discard a card to reroll a die.
When Closing: Succeed at a Strength, Constitution, or Fortitude 5+# check.
When Permanently Closed: Each local character may give a boon to another character at any location.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:1 ?:0
Notes: Proxy A displayed
Harrowing
Spell 3
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 2; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4+1 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
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.
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.
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.
Monster 4
Traits
Giant
Check
Combat
22
Powers
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Barrier 3
Traits
Obstacle
Construct
Elemental
Electricity
Check
Dexterity
Constitution
Acrobatics
Fortitude
10
Powers
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
Trail
Traits: Wild
At This Location: The difficulty of checks to defeat is increased by the number of distant characters.
When Closing: Discard either a random card or a card matching your favored card.
When Permanently Closed: No effect.
M:3 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Radovan,
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 4
Traits
Dragon
Check
Combat
18
OR
Survival
12
Powers
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Monster 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.
Item 3
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
12
Powers
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Barrier 2
Traits
Lock
Trap
Check
Strength
Dexterity
Disable
Divine
10
Powers
If undefeated, mark this barrier’s location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
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.
Monster 3
Traits
Aberration
Basilisk
Check
Combat
14
Powers
Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
If undefeated, bury a random card from your discards.
If defeated, remove the scourges Dazed and Entangled from all local characters.
Proxy 0
Traits
Check
None
0
Powers
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 1
Traits
Human
Bard
Veteran
Check
Powers
Display. While displayed:
• On any non-combat check, you may bury to add 1d4+#.
• □ You may bury to heal a character a card and/or remove a scourge from them.
Supporter 1
Traits
Human
Expert
Check
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6.
• □ On any combat check, you may bury to reroll.
Supporter 3
Traits
Elf
Cleric
Check
Powers
Display. While displayed:
• After you discard cards as damage, you may draw a card.
• □ When you would fail your combat check, you may bury to add 1d8.