[PACS] Curse of the Crimson Throne [MorkXII] (Inactive)

Game Master MorkXII


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Cogsnap's Deck Manager

Off turn actions:
Move to Campsite when Ezren casts Fly.

The hour of Torag's Power
When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
Remain at Campsite.

Send Potion of Restoration to recovery to draw 2 cards: Flensing Jelly & Burglar's Bracers.
Free explore:

Fangs Of Diomazul:
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.

Reveal Burglar's Bracers & recharge Flensing Jelly.
Disable 11: 2d8 + 3 + 1d6 ⇒ (8, 2) + 3 + (1) = 14 defeated

Discard The Beating to explore:

Eternal Glyphs:
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.

Reveal BBs, send Acid Flask to recovery.
Disable 12: 2d8 + 3 + 2d4 ⇒ (5, 8) + 3 + (4, 1) = 21 defeated

Discard Blackfingers to explore:

Vampire Spawn:
Monster 2
Traits
Undead
Vampire

Check
Combat
15

Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.

Send Liquid Persuasion to recovery in place of Bottled Lightning. Reveal BBs. Blackfingers adds 1d4.
Combat 15: 1d10 + 5 + 4d8 + 1d4 ⇒ (5) + 5 + (2, 7, 1, 2) + (4) = 26 defeated
Recharge Elixir of Focus to draw 2 Liquid/Alchemical Items from the box and keep 1: Bottled Lightning (Item 4) and something else - probably keep Bottled Lightning.

End turn. Heal a card due to location power: The Beating.
Attempt recovery revealing BBs.

Potion of Restoration: Craft 9: 1d10 + 5 + 1d8 ⇒ (8) + 5 + (6) = 19 -> Potion of Restoration recharged.
Acid Flask: Craft 6: 1d10 + 5 + 1d8 ⇒ (1) + 5 + (6) = 12 -> Acid Flask recharged.
Liquid Persuasion: Craft 11: 1d10 + 5 + 1d8 ⇒ (10) + 5 + (5) = 20 -> Liquid Persuasion recharged.
Reset hand.

An excerpt from the clockwork recording device of Cognsap the Unbleached:
ambient sound of clinking bottles
"Hmmmm, someone knows there way around a trap... No matter, a little physical exertion and liquid persuasion should take care of these in no time."

Cogsnap the Unbleached wrote:

Hand: Stone Skin, Armored Coat, Bottled Lightning, Ambrosia, Burglar's Bracers, Crystalline Carnivore, Bottled Lightning (acq),

Displayed:
Deck: 13 Discard: 1 Buried: 0
Current Location: Cliff
Hero Points (Available): 1
NOTES:
Available Support: Feel free to use the following support if needed:
Local - Ambrosia, Bottled Lightning (ignore monster's BA power) & Crystalline Carnivore (add 1 die to a check).
Distant -
L&D - Stone Skin available.
Other: Dice Re-Roll Used for 4C?: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Elixir of Focus, Tinker, The Beating (Harrow), Returning Totem Spear (loot), Blessing of the Elements 2, Blessing of the Elements 1, Tangleburn Bag, The Snakebite, Flensing Jelly, Galvanic Chakram +1
Recharged: Potion of Restoration, Acid Flask, Liquid Persuasion,
Discard Pile: Blackfingers,
Buried Pile:

Skills and Powers:
SKILLS
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. [X] 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.


Deck Handler for CotCT Radovan

Hourglass Discard: The Marriage

WHEN THIS IS THE HOUR: At the start of your turn, summon and encounter an ally.

Encounter: Tayce Soldado
Reveal Red Leathers
Diplomacy 9: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Tayce Soldado banished.

Move: Move to the Campsite

Explore: Ashwing Gargoyle
Before acting, if you have the Human trait, suffer the scourge Wounded.
Radovan isn't Human so no issue.

Reveal humanbane Rapier, Recharge Grogul, discard The Uprising to bless
Combat 23+4=27: 1d8 + 5 + 1d4 + 1 + 2 + 1d6 + 1 + 1d6 + 1d8 ⇒ (8) + 5 + (1) + 1 + 2 + (1) + 1 + (6) + (5) = 30
Ashwing Gargoyle banished.

Discard Appleslayer to move to Cinderlands and examine top card of siege pile
Examine: Ghast
Choosing to encounter

Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
Fortitude 6: 1d8 + 2 ⇒ (5) + 2 = 7

Reload humanbane Rapier, Discard Alaeron, cant apply Fell Viridio since its immune to poison
Combat 13+4+4=21: 1d8 + 5 + 1d4 + 1 + 1d6 + 1 + 1d4 + 1d6 ⇒ (7) + 5 + (4) + 1 + (5) + 1 + (4) + (3) = 30
Ghast banished.

"

Radovan wrote:

Hand: Humanbane Rapier, Red Leathers, The Winged Serpent, Bloodroot Poison (Core), Shadowless Sword, The Locksmith,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Current Location: Cinderlands
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 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):

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Demon's Lantern, Snick, Blackjack's Rapier, Belt of Physical Prowess, The Vision, The Joke, Belt of Physical Might (Core), Rodrick, Zae, Keen Rapier
Recharged: Grogul,
Discard Pile: The Uprising (harrow), Appleslayer, Alaeron,
Buried Pile:

Skills and Powers:
SKILLS
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)

"

Top card of siege pile is #6.


Lvl 3 Gunslinger. Deck Handler

Off turn, discard Alkenstar for Sajan.

Start turn. Hour is The Real Rabbit Prince. Draw it. Location power.
Dex 4 + # = 8: 1d8 + 3 ⇒ (8) + 3 = 11 Not entangled

Explore card 6: Enormous Reefclaw. BYA suffer 1 combat damage, reduced to 0 by recharging buckler. Reveal and bury Blunderbuss.
Combat 19: 1d8 + 6 + 1d10 + 1 + 3d6 ⇒ (6) + 6 + (1) + 1 + (1, 1, 4) = 20 Reroll
Combat 19: 1d8 + 6 + 1d10 + 1 + 3d6 ⇒ (8) + 6 + (2) + 1 + (1, 4, 6) = 28 Success!

Discard The Real Rabbit Prince into whoose? (AESCR): 1d6 ⇒ 3: Sajan's discards to explore card 7: Locked Door. TRRP blesses checks during this exploration, discard Gorum's Iron to bless again, and the adventure adds d4.
Str 10 + # = 14: 3d8 + 1d4 ⇒ (8, 4, 3) + (4) = 19 Defeated!

Free explore, card 8: Faceless Stalker. BYA fail the Wis 7: 1d6 ⇒ 3 check, increasing difficulty by 2. Bury shock musket.
Combat 12 + 2 = 14: 1d8 + 6 + 1d10 + 1 + 2d8 ⇒ (6) + 6 + (5) + 1 + (1, 4) = 23 Success!

End turn. Recharge shock musket and draw 4.

Angban wrote:

Hand: Craftsman, The Big Sky, Dragon Pistol, Dragon Pistol +1, Dragonbreath Shot, The Lucky Drunk,

Displayed:
Deck: 11 Discard: 2 Buried: 1
Current Location: Thicket
Hero Points: 4
Shirt Reroll: available
Respect points: 4
NOTES:
Available Support: Lucky Drunk blesses a local character twice - use for Respect Points!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Voidglass Armor, Cannon Master, Adamantine Bullets, Hide Armor, Poisoned Bullets, Pepperbox, Blessing of Achaekek, Hand Cannon, Powder Horn
Recharged: Benevolent Buckler, Shock Musket +1,
Discard Pile: Blessing of Alkenstar, Gorum's Iron,
Buried Pile: Toxic Blunderbuss +1,

Skills and Powers:
SKILLS
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 ☑ 6
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.


Deck Handler Desired Upgrades:

During Angban's turn reload Zellara's Harrow Deck to arrange my top 3 cards: Chain Lightning (Core), Zellara's Harrow Deck, Mist Horn (Core).

Gorum’s Iron: On your non-Attack combat check, add 1. Examine the top card of my deck: Chain Lightning (Core). Draw it. Wounded: Discard Zellara's Harrow Deck from the top of my deck.

Send Bound Imp to recovery to draw 2 cards: Mist Horn (Core) and Nightspear.

Scenario Deck Card 9: Cinderlander:

Story Bane Monster 4

Traits
Human
Ranger

Check
Combat
17
THEN
Combat
17
OR
Charisma
Diplomacy
9

Powers
Immune to Respect.
Before acting, a random character suffers 1d4 Ranged Combat damage.

random character Cogsnap, Angban, Radovan, Ezren, Sajan: 1d5 ⇒ 5

BYA Sajan takes 1d4 ranged combat dmg.

ranged combat dmg: 1d4 ⇒ 4

Cogsnap casts Stone Skin on Sajan.

combat 17 displaying Chain Lightning: 1d12 + 3d6 + 6 ⇒ (8) + (1, 4, 4) + 6 = 23

Remove the 1, 22 succeeds.

combat 17 using Chain Lightning: 1d12 + 3d6 + 6 ⇒ (11) + (6, 4, 3) + 6 = 30

Discard Lyrune-quah Truthspeaker to move to Campsite and explore.

Scenario Deck Card 10: Ashwing Gargoyle:

Story Bane Monster 4

Traits
Gargoyle

Check
Combat
23

Powers
Resistant to Melee. Vulnerable to Magic.
Before acting, if you have the Human trait, suffer the scourge Wounded.
If evaded or undefeated, reload this monster into its location.

Already Wounded.

combat 23 using Chain Lightning: 1d12 + 3d6 + 6 + 4 ⇒ (7) + (5, 1, 5) + 6 + 4 = 28

Recharge Frost Ray (Core) to examine the next card: Geist. Recharge Fate-reader Lenses to explore.

Scenario Deck Card 11: Geist:

Monster 2

Traits
Undead
Incorporeal

Check
Combat
14

Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.

combat 14 using Chain Lightning: 1d12 + 3d6 + 6 ⇒ (6) + (5, 3, 5) + 6 = 25

End turn. Discard Nightspear to heal 1d4 +1 allies and blessings.

Nightspear: 1d4 + 1 ⇒ (2) + 1 = 3

The Paladin, Lyrune-quah Truthspeaker, and The Locksmith. Campsite heal a card: Good Omen (Core).

Ezren ends their turn.

Ezren attempts to recover all cards in their Recovery pile.
Bound Imp (Core): Arcane 8: 1d12 + 1d4 + 6 ⇒ (8) + (3) + 6 = 17 -> Bound Imp (Core) recharged.
Chain Lightning (Core): Arcane 13: 1d12 + 1d4 + 6 ⇒ (5) + (3) + 6 = 14 -> Chain Lightning (Core) recharged.

Ezren resets their hand.

Ezren wrote:

Hand: Disable Mechanism (Core), Spellbook (Core), Mist Horn (Core), Lyrune-quah Truthspeaker, Good Omen (Core), Leech, Disintegrate (Core),

Displayed:
Deck: 12 Discard: 2 Buried: 0
"Current Location: Campsite
Hero Points: 5
Respect Points 4 // Ezren has the following scourges marked:
Wounded:
While Marked:
At the start of your turn, discard the top card of your deck.

When you would heal any number of cards, you may remove this scourge instead.

"
"NOTES:
Available Support: Folio reroll:
Blessings are available for use. (Keeping Disintegrate, My only attack spell.)

Lyrune-quah Truthspeaker: On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.

Fate-reader Lenses: On any Perception check, reveal to add 1d10.

Disable Mechanism (Core): On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

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!"

"

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): False Life, Enhance, Lightning Bolt (Core), Fate-reader Lenses, Soothing Word, Frost Ray (Core), The Paladin, Locate Object (Core), Fly (Core), The Locksmith
Recharged: Bound Imp (Core), Chain Lightning (Core),
Discard Pile: Zellara's Harrow Deck, Nightspear,
Buried Pile:
"
Skills and Powers:
SKILLS
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.
[x] When you defeat a card using a non-combat check, you may draw a card.

Siege deck cards 9 - 11 banished.

Cogsnap cast Stone Skin.


Off-turn: The Real Rabbit Prince added to discards.

Hour: Your Survival check is blessed.

Move back to Pits.

Explore: Gargoyle
Recharge Blackjack's Daggers for char power. Reveal Amulet of Furious Fists. Recharge Master of Masters to double bless. Vulnerable to Magic.
Combat 15: 1d8 + 5 + 1d10 + 4 + 2d6 + 4 + 2d8 ⇒ (4) + 5 + (8) + 4 + (3, 6) + 4 + (1, 1) = 36 Defeated, respect point!

Discard Bat to explore: Cinderlander
Random char (S, C, R, A, E ): 1d5 ⇒ 3: Radovan takes 1d4 ⇒ 2 Ranged Combat damage.
Recharge Incitation for char power. Reveal Amulet of Furious Fists
Combat 17: 1d8 + 5 + 1d10 + 2d6 ⇒ (5) + 5 + (6) + (5, 1) = 22
Recharge Osiron for char power. Reveal Amulet of Furious Fists
Combat 17: 1d8 + 5 + 1d10 + 2d6 ⇒ (2) + 5 + (8) + (3, 4) = 22 Defeated.

Draw up to 6.

Sajan wrote:

Skills and Powers:
Skills

STRENGTH d8
Melee +1
DEXTERITY d8 +3
Acrobatics +2
CONSTITUTION d6
Fortitude +2
INTELLIGENCE d6
WISDOM d8 +1
Perception +1
CHARISMA d6

Powers
EXILED PADAPRAJNA
HAND SIZE 5 [X4] 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 (R[X3] or a local character suffers) suffer Combat ([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 [X4] 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

Hand: Blackjack's Rapier, Returning Totem Spear, Amulet of Fiery Fists, Amulet of Furious Fists, Ruan Mirukova, Prayer
Displayed: Blessing of the Gods, Prayer, Wayfinder
Deck: 13 Discard: 2 Buried: 1
Hero Points: 2 Shirt Reroll Available (CCT-4C): Yes
Notes: Role: Blackjack
Respect Points: 5 (4A: 2, 4B: 1, 4C: 2)
Amulet of Fiery Fists:
Amulet of Fiery Fists
Item 2

Traits
Accessory
Magic

Checks
Wisdom
Divine
7
or
Intelligence
Arcane
9

Powers
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.

Prayer:
Prayer
Blessing 0

Traits
Divine

Checks
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.


During This Adventure: Adventure 4: Adventure 4—A History of Ashes

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
  • When you gain a respect point, record it on your Chronicle sheet.
    Story Banes || Acquired Loot || Supporters || Scourges

    During This Scenario: Curse 4B: The Belly of the Beast
    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose a new Assassin story bane. If you choose the Cinderlander, randomly choose a different one instead.
  • Villain: None
  • Henchmen: None

    SETUP:

  • When building the locations, set aside the banes in a siege pile, then shuffle in the non-closing henchman Cinderlander and a number of non-closing henchmen Red Mantis Assassins-Proxy A and Ashwing Gargoyles-Proxy B each equal to the number of characters.

    DURING THIS SCENARIO:

  • When you succeed at a check to defeat by 20 or more, gain 1 respect point.
  • When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
  • While using a power that examines cards, you may treat the siege pile as your location.
  • When you suffer damage that is not reduced to 0, banish the top card of your location and each unoccupied location; when a location has no cards, it closes automatically.
  • If any location is closed, you lose.
  • To win, empty the siege pile.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Party respect points: 24
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

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

    Monster 2
    Spoiler:
    Spectre
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

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

    Monster 3
    Spoiler:
    Ghast
    Monster 3

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    13+##

    Powers
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
    If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.

    Monster 4
    Spoiler:
    Enormous Reefclaw
    Monster 3

    Traits
    Aberration
    Aquatic

    Check
    Combat
    19

    Powers
    Before acting, each local character suffers 1 Combat damage.
    If this monster would be defeated, reroll.

    Monster 5
    Spoiler:
    Bogeyman
    Monster 3

    Traits
    Fey

    Check
    Combat
    14

    Powers
    If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
    Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.

    Random Barriers:
    Barrier 1
    Spoiler:
    Burning Tar
    Barrier 0

    Traits
    Obstacle
    Fire
    Veteran

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

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

    Barrier 2
    Spoiler:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    6+#
    OR
    Knowledge
    Stealth
    8+#

    Powers
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.

    Barrier 3
    Spoiler:
    Ambush
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    Wisdom
    Perception
    Stealth
    8+#

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

    Barrier 4
    Spoiler:
    Assassination Squad
    Barrier 3

    Traits
    Trigger
    Skirmish
    Red Mantis

    Check
    None
    0

    Powers
    When examined, you may move to this location and encounter this barrier.
    When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.

    Barrier 5
    Spoiler:
    Imprisonment
    Barrier 2

    Traits
    Lock
    Obstacle
    Task

    Check
    Dexterity
    Diplomacy
    Disable
    Stealth
    9

    Powers
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

    Random Weapons:
    Weapon 1
    Spoiler:
    Sawtooth Saber
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Red Mantis
    Veteran

    Check
    Strength
    Acrobatics
    Melee
    13

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

    Weapon 2
    Spoiler:
    Limning Starknife
    Weapon 4

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Respect
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    13

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

    Weapon 3
    Spoiler:
    Acidic Bolas
    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 4
    Spoiler:
    Cleaving Battleaxe
    Weapon 2

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.

    Weapon 5
    Spoiler:
    Vicious Scythe
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    11

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

    Random Spells:
    Spell 1
    Spoiler:
    Safe Haven
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    12
    OR
    Wisdom
    Divine
    13

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

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

    Spell 2
    Spoiler:
    Giant Form
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    13

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

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

    Spell 3
    Spoiler:
    Magical Mansion
    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 4
    Spoiler:
    Divine Fortune
    Spell 3

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display. While displayed:
    • On local checks, add 1d6.
    • At the start of your turn, banish.

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

    Spell 5
    Spoiler:
    Embiggen
    Spell P2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

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

    Random Armors:
    Armor 1
    Spoiler:
    Grounded Studded Leather
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
    • When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.

    Armor 2
    Spoiler:
    Glamered Leather Armor
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    7

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.
    • On your Diplomacy or Stealth check, you may draw this card to add 1d4.

    Armor 3
    Spoiler:
    Helm Of The Valkyrie
    Armor 2

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    At the end of your turn, recharge to move.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 4
    Spoiler:
    Sable Company Hide
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    11

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

    Armor 5
    Spoiler:
    Maiden’s Helm
    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.

    Random Items:
    Item 1
    Spoiler:
    The Unveiling
    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
    Spoiler:
    Horn Of Blasting
    Item 2

    Traits
    Instrument
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
    If proficient, recharge instead.

    Item 3
    Spoiler:
    Elixir Of Focus
    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 4
    Spoiler:
    Fireball Beads
    Item 4

    Traits
    Accessory
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    9

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

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

    Item 5
    Spoiler:
    Liquid Courage
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Cerulean Mastermind
    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
    Spoiler:
    Sergeant-at-arms
    Ally 2

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Knowledge
    10

    Powers
    On a local check against a bane or an ally, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

    Ally 3
    Spoiler:
    Acadamae Scholar
    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
    Spoiler:
    Nightspear
    Ally 4

    Traits
    Outsider
    Agathion
    Healing

    Check
    Wisdom
    Survival
    11
    OR
    Divine
    9

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

    Ally 5
    Spoiler:
    Djinn
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 2
    Spoiler:
    The Winged Serpent
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Melee
    4+#

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

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

    Blessing 3
    Spoiler:
    The Waxworks
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, discard a blessing or suffer the scourge Exhausted.

    On your check, discard this card and another card to bless twice.
    Discard to explore.

    Blessing 4
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

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

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

    Blessing 5
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

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

    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.

    Turn: 8 Cogsnap/Wilderredbeard

    Top of Blessing Discard Pile: The Trumpet - When this is the hour: Ignore cards’ before acting powers.

    Top Blessing:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

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

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


    Blessings Remaining: 22
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 9 Radovan)
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 2 (Turn 10 Angban)
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength or Constitution check, you may recharge a card to reroll.

    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Blessings Deck Card 3 (Turn 11 Ezren)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 4 (Turn 12 Sajan)
    Spoiler:
    The Carnival
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Acrobatics
    4+#

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

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

    Blessings Deck Card 5 (Turn 13 Cogsnap)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 6 (Turn 14 Radovan)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 7 (Turn 15 Angban)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 8 (Turn 16 Ezren)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 9 (Turn 17 Sajan)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

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

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

    Blessings Deck Card 10 (Turn 18 Cogsnap)
    Spoiler:
    The First
    Blessing 3

    Traits
    Deity: Asmodeus
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Blessings Deck Card 11 (Turn 19 Radovan)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 12 (Turn 20 Angban)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 13 (Turn 21 Ezren)
    Spoiler:
    Lamashtu’s Madness
    Blessing 2

    Traits
    Deity: Lamashtu
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    5+#

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

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

    Blessings Deck Card 14 (Turn 22 Sajan)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Blessings Deck Card 15 (Turn 23 Cogsnap)
    Spoiler:
    Lady Of Valor
    Blessing 3

    Traits
    Deity: Iomedae
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

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

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 17 (Turn 25 Angban)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.

    Blessings Deck Card 18 (Turn 26 Ezren)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 19 (Turn 27 Sajan)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 20 (Turn 28 Cogsnap)
    Spoiler:
    Achaekek’s Claws
    Blessing 4

    Traits
    Deity: Achaekek
    Divine

    Check
    Intelligence
    Craft
    8

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

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

    Blessings Deck Card 21 (Turn 29 Radovan)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; you may encounter it.

    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

    Blessings Deck Card 22 (Turn 30 Angban)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Scenario Deck Card 1:
    Treacherous Tunnels
    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.

    Scenario Deck Card 2:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

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

    Scenario Deck Card 3:
    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.

    Scenario Deck Card 4:
    Ashwing Gargoyle
    Story Bane Monster 4

    Traits
    Gargoyle

    Check
    Combat
    23

    Powers
    Resistant to Melee. Vulnerable to Magic.
    Before acting, if you have the Human trait, suffer the scourge Wounded.
    If evaded or undefeated, reload this monster into its location.

    Scenario Deck Card 5:
    Cinderlander
    Story Bane Monster 4

    Traits
    Human
    Ranger

    Check
    Combat
    17
    THEN
    Combat
    17
    OR
    Charisma
    Diplomacy
    9

    Powers
    Immune to Respect.
    Before acting, a random character suffers 1d4 Ranged Combat damage.

    Scenario Deck Card 6:
    Ashwing Gargoyle
    Story Bane Monster 4

    Traits
    Gargoyle

    Check
    Combat
    23

    Powers
    Resistant to Melee. Vulnerable to Magic.
    Before acting, if you have the Human trait, suffer the scourge Wounded.
    If evaded or undefeated, reload this monster into its location.

    Scenario Deck Card 7:
    Cinderlander
    Story Bane Monster 4

    Traits
    Human
    Ranger

    Check
    Combat
    17
    THEN
    Combat
    17
    OR
    Charisma
    Diplomacy
    9

    Powers
    Immune to Respect.
    Before acting, a random character suffers 1d4 Ranged Combat damage.

    Scenario Deck Card 8:
    Ogre
    Monster 0

    Traits
    Giant
    Ogre
    Veteran

    Check
    Combat
    12+##

    Powers
    Before acting, each local character suffers 1 Combat damage.

    Scenario Deck Card 9:
    Manticore
    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.

    Scenario Deck Card 10:
    Wyvern
    Monster 4

    Traits
    Dragon

    Check
    Combat
    18
    OR
    Survival
    12

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

    Scenario Deck Card 11:
    Mist Horror
    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.

    Scenario Deck Card 12:
    Cinderlander
    Story Bane Monster 4

    Traits
    Human
    Ranger

    Check
    Combat
    17
    THEN
    Combat
    17
    OR
    Charisma
    Diplomacy
    9

    Powers
    Immune to Respect.
    Before acting, a random character suffers 1d4 Ranged Combat damage.

    Scenario Deck Card 13:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Scenario Deck Card 14:
    Red Mantis Ambush
    Barrier 4

    Traits
    Skirmish
    Red Mantis

    Check
    None
    0

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

    Cinderlands
    Traits: Sacred, Wild
    At This Location: On your check against a monster or a Respect card, if the result is less than your party’s respect points, you may discard a card to reroll.
    When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
    When Permanently Closed: Examine the top card of any location.
    M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:2 Bl:1 ?:0
    Located here: Radovan

    Cinderlands Card 1:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Cinderlands Card 2:
    Wolverine
    Ally 3

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    9

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

    Cinderlands Card 3:
    Sable Company Marine
    Ally 3

    Traits
    Human
    Soldier

    Check
    Dexterity
    Ranged
    11
    THEN
    Charisma
    Diplomacy
    10

    Powers
    On the first combat check of a turn, if it is local, recharge to add 1d8.
    Discard to explore. This exploration, on your first combat check, add 1d8.

    Cinderlands Card 4:
    Venomous Hand Crossbow
    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.

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

    Cliff Card 1:
    Frost Longspear
    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.

    Cliff Card 2:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Outsider card, add 1d4.

    On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Cliff Card 3:
    Magic Mithral Chain Mail
    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.

    Cliff Card 4:
    Asmodeus’s Tyranny
    Blessing 2

    Traits
    Deity: Asmodeus
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    5+#

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

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

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

    Campsite Card 1:
    Riding Allosaurus
    Ally 2

    Traits
    Animal
    Mount
    Loot

    Check
    Wisdom
    Charisma
    Survival
    14

    Powers
    Recharge to move. You may not use this power during an encounter.
    On a local combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your first combat check, add 1d6.

    Campsite Card 2:
    Magistrate
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    Knowledge
    9

    Powers
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.

    Campsite Card 3:
    Vindicator
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Campsite Card 4:
    Venomous Dagger
    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.

    Campsite Card 5:
    Bloodroot Poison
    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.

    Thicket
    Traits: Wild
    At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:0 Sp:0 Ar:1 I:1 Al:1 Bl:1 ?:0
    Located here: Angban

    Thicket Card 1 - Drums Of Panic:
    Drums Of Panic
    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.

    Thicket Card 2:
    Landshark Whelp
    Ally 4

    Traits
    Aberration

    Check
    Wisdom
    Survival
    9

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

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

    Thicket Card 3:
    Sable Company Leathers
    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.

    Thicket Card 4:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Pits
    Traits: Underground, Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M:0 Ba:0 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:0
    Located here: Sajan,

    Pits Card 1 - Divine Blaze:
    Divine Blaze
    Spell 4

    Traits
    Magic
    Divine
    Attack
    Fire

    Check
    Wisdom
    Divine
    12

    Powers
    For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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

    Pits Card 2:
    Belt Of Physical Prowess
    Item 2

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    Pits Card 3:
    Iron Shackles
    Item 2

    Traits
    Object
    Magic

    Check
    Dexterity
    Disable
    9

    Powers
    When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
    When a local character would move, recharge; that character does not move.

    Pits Card 4:
    Naval Hero
    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.

    Pits Card 5:
    Shoanti Barbarian Hide
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Pits Card 6:
    Wyrmsmite
    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.


  • Deck Handler Desired Upgrades:

    During Sajan's turn display Mist Horn (Core) at Cinderlands to prevent the 2 Ranged Combat dmg to Radovan.


    Cogsnap's Deck Manager

    Off turn actions:
    Cast Stone Skin on Ezren's turn.
    Stone Skin recovery - Arcane 9: 1d10 + 4 ⇒ (8) + 4 = 12 recharged

    Start of turn:
    The hour of The Trumpet
    When this is the hour: Ignore cards’ before acting powers.
    Remain at Campsite.

    Display Armored Coat.
    Explore:

    Treacherous Tunnels:
    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.

    Ezren recharges Lyrune-quah Truthspeaker to add a d6, Radovan recharges The Winged Serpent to bless.
    Wisdom 9: 3d6 ⇒ (6, 3, 4) = 13 defeated
    Ezren heals 2 cards.

    Send Crystalline Carnivore to recovery to explore:

    Sneak:
    Monster 0
    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

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

    Auto-fail BA check and discard Bottled Lightning. Send other Bottled Lightning to recovery and reveal Burglar's Bracers. Crystalline Carnivore adds 1 die to combat checks.
    Combat 9+##=17: 2d10 + 5 + 4d8 ⇒ (8, 5) + 5 + (6, 8, 2, 2) = 36 use Paizo re-roll on 3rd d8
    Combat 9+##=17: 8 + 5 + 5 + 6 + 8 + 1d8 + 2 ⇒ 8 + 5 + 5 + 6 + 8 + (7) + 2 = 41 defeated - Respect Point earned!
    Recharge Ambrosia to draw 2 random Liquid/Alchemical Items from the vault and keep 1: The Unveiling (P2) & Elixir of Focus (2) - keep EoF

    End turn. Heal random card from discards per Campsite power: Blackfingers.
    Attempt recovery, revealing BBs.
    Discard Crystalline Carnivore per Cogsnap's power.
    Bottled Lightning - Craft 14: 1d10 + 5 + 1d8 ⇒ (8) + 5 + (6) = 19 recharged

    An excerpt from the clockwork recording device of Cognsap the Unbleached:
    ambient sound of clinking bottles
    "FINALLY out of those tunnels. I thought we'd never find the end. I'm so mad I could ZAP something. HEY! Who's that sneaking around my pack?!"

    Cogsnap the Unbleached wrote:

    Hand: Tangleburn Bag, Burglar's Bracers, Acid Flask, Liquid Persuasion, Returning Totem Spear (loot), The Beating (Harrow), Elixir of Focus (acq),

    Displayed: Armored Coat,
    Deck: 12 Discard: 2 Buried: 0
    Current Location: Campsite
    Hero Points (Available): 1
    NOTES:
    Available Support: Feel free to use the following support if needed:
    Local - Acid Flask for 2d4+Acid to a combat or Lock or Trap barrier, Liq Persuasion adds Cogsnap's Craft to a Wis/Cha check, reload Totem Spear for 1d8 to a combat check, Elixir of Focus adds Cogsnap's Craft to a non-combat check
    Distant -
    L&D - Galv Chakram ignores a non-villain monster's BYA power.
    Other: Dice Re-Roll Used for 4C?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Snakebite, Flensing Jelly, Stone Skin, Ambrosia, Blessing of the Elements 2, Galvanic Chakram +1, Blackfingers, Elixir of Focus, Potion of Restoration, Tinker, Blessing of the Elements 1
    Recharged: Bottled Lightning,
    Discard Pile: Bottled Lightning (acq), Crystalline Carnivore,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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. [X] 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.


    During This Adventure: Adventure 4: Adventure 4—A History of Ashes

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
  • When you gain a respect point, record it on your Chronicle sheet.
    Story Banes || Acquired Loot || Supporters || Scourges

    During This Scenario: Curse 4B: The Belly of the Beast
    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose a new Assassin story bane. If you choose the Cinderlander, randomly choose a different one instead.
  • Villain: None
  • Henchmen: None

    SETUP:

  • When building the locations, set aside the banes in a siege pile, then shuffle in the non-closing henchman Cinderlander and a number of non-closing henchmen Red Mantis Assassins-Proxy A and Ashwing Gargoyles-Proxy B each equal to the number of characters.

    DURING THIS SCENARIO:

  • When you succeed at a check to defeat by 20 or more, gain 1 respect point.
  • When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
  • While using a power that examines cards, you may treat the siege pile as your location.
  • When you suffer damage that is not reduced to 0, banish the top card of your location and each unoccupied location; when a location has no cards, it closes automatically.
  • If any location is closed, you lose.
  • To win, empty the siege pile.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Party respect points: 25
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Harpy
    Monster 2

    Traits
    Harpy

    Check
    Combat
    10

    Powers
    Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.

    Monster 2
    Spoiler:
    Cytillipede
    Monster 4

    Traits
    Vermin

    Check
    Combat
    16

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

    Monster 3
    Spoiler:
    Basilisk
    Monster 3

    Traits
    Aberration
    Basilisk

    Check
    Combat
    14

    Powers
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.

    Monster 4
    Spoiler:
    Smoke Slayer
    Monster 2

    Traits
    Perception
    Elemental

    Check
    Combat
    13

    Powers
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

    Monster 5
    Spoiler:
    Rajambari
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Symbol Of Agony
    Barrier 2

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

    Powers
    If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.

    Barrier 2
    Spoiler:
    Captive Horror
    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
    Spoiler:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

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

    Barrier 4
    Spoiler:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

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

    Barrier 5
    Spoiler:
    Flask Of Curses
    Barrier 2

    Traits
    Curse
    Trap
    Magic

    Check
    Intelligence
    Craft
    7
    OR
    Wisdom
    Perception
    8

    Powers
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Frost Longbow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Cold
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Weapon 2
    Spoiler:
    Vicious Scythe
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    11

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

    Weapon 3
    Spoiler:
    Shock Kukri
    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.

    Weapon 4
    Spoiler:
    Sawtooth Saber
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Red Mantis
    Veteran

    Check
    Strength
    Acrobatics
    Melee
    13

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

    Weapon 5
    Spoiler:
    Humanbane Rapier
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Fly
    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 2
    Spoiler:
    Dimensional Jump
    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.

    Spell 3
    Spoiler:
    Dragon’s Breath
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    11

    Powers
    For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.

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

    Spell 4
    Spoiler:
    Aspect Of The Monkey
    Spell 2

    Traits
    Magic
    Divine
    Animal

    Check
    Wisdom
    Divine
    7

    Powers
    Display. While displayed:
    • On your Dexterity and Charisma checks, add 1d6.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.

    Spell 5
    Spoiler:
    Magical Mansion
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Brute Force Shield
    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
    Spoiler:
    Bearskin Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 3
    Spoiler:
    Mithral Chain Shirt
    Armor 2

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    9

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

    Armor 4
    Spoiler:
    Glamered Leather Armor
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    7

    Powers
    Display. While displayed:
    • When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    • When you suffer any damage, you may bury to reduce it to 0.
    • On your Diplomacy or Stealth check, you may draw this card to add 1d4.

    Armor 5
    Spoiler:
    Lion’s Helm
    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.

    Random Items:
    Item 1
    Spoiler:
    Ring Of Evasion
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Craft
    9

    Powers
    When you encounter a bane, recharge to evade it.
    When you suffer damage from a bane’s before acting or after acting power, reveal to reduce it by 1.

    Item 2
    Spoiler:
    Red War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    7

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

    Item 3
    Spoiler:
    Red Mantis Mask
    Item 3

    Traits
    Accessory
    Magic
    Deity: Achaekek
    Red Mantis

    Check
    Constitution
    Fortitude
    8

    Powers
    On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
    On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.

    Item 4
    Spoiler:
    Wand Of Restorative Touch
    Item 4

    Traits
    Wand
    Divine
    Magic
    Healing

    Check
    Wisdom
    Divine
    10

    Powers
    Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.

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

    Item 5
    Spoiler:
    White War Paint
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Pit Gladiator
    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 2
    Spoiler:
    Noble
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

    Powers
    On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.

    Ally 3
    Spoiler:
    Flensing Jelly
    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 4Ally 5
    Spoiler:
    Fortune-teller
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Rovagug’s Destruction
    Blessing 2

    Traits
    Deity: Rovagug
    Divine
    Veteran

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

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

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

    Blessing 2
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 3
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessing 4
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Charisma check, you may use your Intelligence die instead of the normal die.

    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.

    Blessing 5
    Spoiler:
    The Keep
    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.

    Turn: 9 Radovan/Katlyn99

    Top of Blessing Discard Pile: The Peacock - When this is the hour: On your check, if no boons are played, it is blessed.

    Top Blessing:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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


    Blessings Remaining: 21
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 10 Angban)
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength or Constitution check, you may recharge a card to reroll.

    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Blessings Deck Card 2 (Turn 11 Ezren)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 3 (Turn 12 Sajan)
    Spoiler:
    The Carnival
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Acrobatics
    4+#

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

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

    Blessings Deck Card 4 (Turn 13 Cogsnap)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 5 (Turn 14 Radovan)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 6 (Turn 15 Angban)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 7 (Turn 16 Ezren)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 8 (Turn 17 Sajan)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

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

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

    Blessings Deck Card 9 (Turn 18 Cogsnap)
    Spoiler:
    The First
    Blessing 3

    Traits
    Deity: Asmodeus
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Blessings Deck Card 10 (Turn 19 Radovan)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 11 (Turn 20 Angban)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 12 (Turn 21 Ezren)
    Spoiler:
    Lamashtu’s Madness
    Blessing 2

    Traits
    Deity: Lamashtu
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    5+#

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

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

    Blessings Deck Card 13 (Turn 22 Sajan)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Blessings Deck Card 14 (Turn 23 Cogsnap)
    Spoiler:
    Lady Of Valor
    Blessing 3

    Traits
    Deity: Iomedae
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Blessings Deck Card 15 (Turn 24 Radovan)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 16 (Turn 25 Angban)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.

    Blessings Deck Card 17 (Turn 26 Ezren)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 18 (Turn 27 Sajan)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 19 (Turn 28 Cogsnap)
    Spoiler:
    Achaekek’s Claws
    Blessing 4

    Traits
    Deity: Achaekek
    Divine

    Check
    Intelligence
    Craft
    8

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

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

    Blessings Deck Card 20 (Turn 29 Radovan)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; you may encounter it.

    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

    Blessings Deck Card 21 (Turn 30 Angban)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Scenario Deck Card 1:
    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.

    Scenario Deck Card 2:
    Ashwing Gargoyle
    Story Bane Monster 4

    Traits
    Gargoyle

    Check
    Combat
    23

    Powers
    Resistant to Melee. Vulnerable to Magic.
    Before acting, if you have the Human trait, suffer the scourge Wounded.
    If evaded or undefeated, reload this monster into its location.

    Scenario Deck Card 3:
    Cinderlander
    Story Bane Monster 4

    Traits
    Human
    Ranger

    Check
    Combat
    17
    THEN
    Combat
    17
    OR
    Charisma
    Diplomacy
    9

    Powers
    Immune to Respect.
    Before acting, a random character suffers 1d4 Ranged Combat damage.

    Scenario Deck Card 4:
    Ashwing Gargoyle
    Story Bane Monster 4

    Traits
    Gargoyle

    Check
    Combat
    23

    Powers
    Resistant to Melee. Vulnerable to Magic.
    Before acting, if you have the Human trait, suffer the scourge Wounded.
    If evaded or undefeated, reload this monster into its location.

    Scenario Deck Card 5:
    Cinderlander
    Story Bane Monster 4

    Traits
    Human
    Ranger

    Check
    Combat
    17
    THEN
    Combat
    17
    OR
    Charisma
    Diplomacy
    9

    Powers
    Immune to Respect.
    Before acting, a random character suffers 1d4 Ranged Combat damage.

    Scenario Deck Card 6:
    Ogre
    Monster 0

    Traits
    Giant
    Ogre
    Veteran

    Check
    Combat
    12+##

    Powers
    Before acting, each local character suffers 1 Combat damage.

    Scenario Deck Card 7:
    Manticore
    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.

    Scenario Deck Card 8:
    Wyvern
    Monster 4

    Traits
    Dragon

    Check
    Combat
    18
    OR
    Survival
    12

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

    Scenario Deck Card 9:
    Mist Horror
    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.

    Scenario Deck Card 10:
    Cinderlander
    Story Bane Monster 4

    Traits
    Human
    Ranger

    Check
    Combat
    17
    THEN
    Combat
    17
    OR
    Charisma
    Diplomacy
    9

    Powers
    Immune to Respect.
    Before acting, a random character suffers 1d4 Ranged Combat damage.

    Scenario Deck Card 11:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Scenario Deck Card 12:
    Red Mantis Ambush
    Barrier 4

    Traits
    Skirmish
    Red Mantis

    Check
    None
    0

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

    Cinderlands
    Traits: Sacred, Wild
    At This Location: On your check against a monster or a Respect card, if the result is less than your party’s respect points, you may discard a card to reroll.
    When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
    When Permanently Closed: Examine the top card of any location.
    M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:2 Bl:1 ?:0
    Located here: Radovan

    Cinderlands Card 1:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Cinderlands Card 2:
    Wolverine
    Ally 3

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    9

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

    Cinderlands Card 3:
    Sable Company Marine
    Ally 3

    Traits
    Human
    Soldier

    Check
    Dexterity
    Ranged
    11
    THEN
    Charisma
    Diplomacy
    10

    Powers
    On the first combat check of a turn, if it is local, recharge to add 1d8.
    Discard to explore. This exploration, on your first combat check, add 1d8.

    Cinderlands Card 4:
    Venomous Hand Crossbow
    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.

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

    Cliff Card 1:
    Frost Longspear
    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.

    Cliff Card 2:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Outsider card, add 1d4.

    On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Cliff Card 3:
    Magic Mithral Chain Mail
    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.

    Cliff Card 4:
    Asmodeus’s Tyranny
    Blessing 2

    Traits
    Deity: Asmodeus
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    5+#

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

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

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

    Campsite Card 1:
    Riding Allosaurus
    Ally 2

    Traits
    Animal
    Mount
    Loot

    Check
    Wisdom
    Charisma
    Survival
    14

    Powers
    Recharge to move. You may not use this power during an encounter.
    On a local combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your first combat check, add 1d6.

    Campsite Card 2:
    Magistrate
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    Knowledge
    9

    Powers
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.

    Campsite Card 3:
    Vindicator
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Campsite Card 4:
    Venomous Dagger
    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.

    Campsite Card 5:
    Bloodroot Poison
    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.

    Thicket
    Traits: Wild
    At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:0 Sp:0 Ar:1 I:1 Al:1 Bl:1 ?:0
    Located here: Angban

    Thicket Card 1 - Drums Of Panic:
    Drums Of Panic
    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.

    Thicket Card 2:
    Landshark Whelp
    Ally 4

    Traits
    Aberration

    Check
    Wisdom
    Survival
    9

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

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

    Thicket Card 3:
    Sable Company Leathers
    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.

    Thicket Card 4:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Pits
    Traits: Underground, Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M:0 Ba:0 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:0
    Located here: Sajan,

    Pits Card 1 - Divine Blaze:
    Divine Blaze
    Spell 4

    Traits
    Magic
    Divine
    Attack
    Fire

    Check
    Wisdom
    Divine
    12

    Powers
    For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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

    Pits Card 2:
    Belt Of Physical Prowess
    Item 2

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    Pits Card 3:
    Iron Shackles
    Item 2

    Traits
    Object
    Magic

    Check
    Dexterity
    Disable
    9

    Powers
    When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
    When a local character would move, recharge; that character does not move.

    Pits Card 4:
    Naval Hero
    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.

    Pits Card 5:
    Shoanti Barbarian Hide
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Pits Card 6:
    Wyrmsmite
    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.


  • Deck Handler for CotCT Radovan

    OFF-TURN ACTIONS: Angbans turn - display Cave Bear (1) next to Quang due to suffering damage. Ezrens turn - display Cytillipede (4) next to Quang due to Sajan suffering damage. Sajans turn - display Mimic (2) next to Norge due to Radovan suffering damage. Cogsaps turn - Recharge The Winged Serpent

    Hourglass Discard: The Peacock
    WHEN THIS IS THE HOUR: On your check, if no boons are played, it is blessed.

    Display Bloodroot Poison.

    Explore: Barghest
    Radovan chooses to punch the Barghest in the face! (no boons played so per hour, check is blessed.)
    Combat 13: 1d8 + 5 + 1d4 + 1 + 2 + 1d4 + 1d8 ⇒ (1) + 5 + (1) + 1 + 2 + (3) + (6) = 19
    If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
    is it defeated?: 1d4 ⇒ 2
    Barghest banished.

    Discard The Locksmith to explore.
    Explore: Ashwing Gargoyle
    Not human so BYA doesn't apply.
    Reload Humanbane Rapier. Banish Mimic (2). Reload Bloodroot Poison
    Combat 23+4=27: 1d8 + 5 + 1d4 + 1 + 2 + 1d6 + 1 + 1d4 + 1d8 + 2 + 1d8 ⇒ (1) + 5 + (4) + 1 + 2 + (1) + 1 + (3) + (1) + 2 + (7) = 28
    Ashwing Gargoyle banished.

    "

    Radovan wrote:

    Hand: Shadowless Sword, Red Leathers, Humanbane Rapier, Bloodroot Poison (Core), The Vision, Zae,

    Displayed:
    Deck: 10 Discard: 4 Buried: 0
    Current Location: Cinderlands
    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 when my location closes.
    Displayed cards next to Devil Form(s): Displayed Devil Forms
    Quang (OOC d6): Cave Bear (1), Cytillipede (4)
    Norge (Fire IC d8):
    Fell Viridio (Poison IC 2d6):

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Belt of Physical Prowess, Belt of Physical Might (Core), The Demon's Lantern, The Joke, Rodrick, Keen Rapier, Snick, Blackjack's Rapier
    Recharged: Grogul, The Winged Serpent,
    Discard Pile: The Uprising (harrow), Appleslayer, Alaeron, The Locksmith,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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)

    "


    Lvl 3 Gunslinger. Deck Handler

    Start turn. Hour is The Mountain Man.
    SoT Dex 4 + # = 8: 1d8 + 3 ⇒ (7) + 3 = 10 Not entangled!

    Display Adamantine Bullets. Explore, first examining top 2: Cinderlander and Ashwing Gargoyle. Have to encounter 1, choose the Gargoyle. Not human, so not Wounded. Reveal and Bury Dragon Pistol +1. Vulnurable to Magic so add 4.
    Combat 23: 1d8 + 6 + 1d6 + 1 + 2d6 + 4 ⇒ (5) + 6 + (2) + 1 + (4, 1) + 4 = 23 Nice!

    Discard Lucky Drunk to move to random location: 1d5 ⇒ 3 Campsite, and explore.
    Random explore (reroll 4): 1d10 + 2 ⇒ (8) + 2 = 10: Cinderlander
    BYA, random character (AESCR): 1d5 ⇒ 4: Cogsnap suffers Ranged Combat damage: 1d4 ⇒ 4. Ouch, sorry. First combat, reveal Dragon Pistol and bury Dragonbreath shot.
    Combat 17: 1d8 + 6 + 1d6 + 2d6 ⇒ (3) + 6 + (2) + (1, 6) = 18
    Gun jammed?: 1d12 ⇒ 8 Nope

    Second combat, reveal and bury dragon pistol.
    Combat 17: 1d8 + 6 + 1d6 + 2d6 ⇒ (3) + 6 + (3) + (2, 4) = 18 Defeated!

    Well, was planning on moving back to Thicket on my turn, but I'm out of weapons, so I'l end here and hope that we're ok bunched up til next round. At least this is a friendly place to be stuck! End turn. Heal 1 from location: Gorum's Iron. Deck shuffled. Recharge buried Dragon Pistol +1. Auto fail Dragonbreath's recovery check, so it is buried. Reset hand, drawing 4.

    Angban wrote:

    Hand: Craftsman, The Big Sky, Adamantine Bullets, Blessing of Achaekek, Poisoned Bullets, Hand Cannon,

    Displayed:
    Deck: 9 Discard: 2 Buried: 3
    Current Location: Campsite
    Hero Points: 4
    Shirt Reroll: available
    Respect points: 4
    NOTES:
    Available Support: Achaekek double blesses vs story banes - use to get a Respect Point! Hand Cannon adds 2d6 to a distant combat check

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hide Armor, Pepperbox, Shock Musket +1, Benevolent Buckler, Powder Horn, Voidglass Armor, Gorum's Iron, Cannon Master
    Recharged: Dragon Pistol +1,
    Discard Pile: Blessing of Alkenstar, The Lucky Drunk,
    Buried Pile: Toxic Blunderbuss +1, Dragon Pistol, Dragonbreath Shot,

    Skills and Powers:
    SKILLS
    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 ☑ 6
    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.


    Cogsnap's Deck Manager

    Off turn actions:
    During Angban's turn, bury Armored Coat to reduce damage to 0.

    Cogsnap the Unbleached wrote:

    Hand: Tangleburn Bag, Burglar's Bracers, Acid Flask, Liquid Persuasion, Returning Totem Spear (loot), The Beating (Harrow), Elixir of Focus (acq),

    Displayed:
    Deck: 12 Discard: 2 Buried: 1
    Current Location: Campsite
    Hero Points (Available): 1
    NOTES:
    Available Support: Feel free to use the following support if needed:
    Local - Acid Flask for 2d4+Acid to a combat or Lock or Trap barrier, Liq Persuasion adds Cogsnap's Craft to a Wis/Cha check, reload Totem Spear for 1d8 to a combat check, Elixir of Focus adds Cogsnap's Craft to a non-combat check
    Distant -
    L&D -
    Other: Dice Re-Roll Used for 4C?: Y


    Deck Handler Desired Upgrades:

    Incitation: No effect. Examine the top card of my deck: Frost Ray (Core). Draw it. Wounded: Discard Chain Lightning (Core) from the top of my deck.

    Move to Thicket.

    Scenario Deck Card 4: Ashwing Gargoyle:

    Story Bane Monster 4

    Traits
    Gargoyle

    Check
    Combat
    23

    Powers
    Resistant to Melee. Vulnerable to Magic.
    Before acting, if you have the Human trait, suffer the scourge Wounded.
    If evaded or undefeated, reload this monster into its location.

    Forever wounded. Angban discards Blessing of Achaekek.

    combat 23 casting Frost Ray (Core), blessed by Blessing of Achaekek: 3d12 + 3d6 + 6 ⇒ (11, 11, 5) + (3, 3, 4) + 6 = 43

    Nice! Respect point. Discard Leech to explore.

    Scenario Deck Card 5: Cinderlander:

    Story Bane Monster 4

    Traits
    Human
    Ranger

    Check
    Combat
    17
    THEN
    Combat
    17
    OR
    Charisma
    Diplomacy
    9

    Powers
    Immune to Respect.
    Before acting, a random character suffers 1d4 Ranged Combat damage.

    BYA, random character (AESCR: 1d5 ⇒ 2

    just remembered recovery for Mist Horn arcane 10: 1d12 + 1d4 + 6 ⇒ (3) + (4) + 6 = 13

    ranged combat dmg to Ezren: 1d4 ⇒ 1

    Discard Disable Mechanism (Core). Banish the top card of Thicket and Cliff.

    combat 17 casting Disintegrate (Core): 1d12 + 4d6 + 6 ⇒ (10) + (6, 2, 3, 3) + 6 = 30

    diplomacy 9 discarding Good Omen (Core) to add my intelligence: 1d6 + 1d12 + 4 ⇒ (1) + (3) + 4 = 8

    use my folio reroll on the d6: 1d6 ⇒ 6

    13 succeeds. End turn.

    Ezren ends their turn.

    Ezren attempts to recover all cards in their Recovery pile.
    Frost Ray (Core): Arcane 9: 1d12 + 1d4 + 6 ⇒ (3) + (1) + 6 = 10 -> Frost Ray (Core) recharged.
    Disintegrate (Core): Arcane 16: 1d12 + 1d4 + 6 ⇒ (7) + (2) + 6 = 15 -> Disintegrate (Core)discarded.

    Ezren resets their hand.

    Ezren wrote:

    Hand: False Life, Spellbook (Core), Fly (Core), The Locksmith, Nightspear, Enhance, Lyrune-quah Truthspeaker,

    Displayed:
    Deck: 9 Discard: 5 Buried: 0
    "Current Location: Thicket
    Hero Points: 5
    Respect Points 5 // Ezren has the following scourges marked:
    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.

    When you would heal any number of cards, you may remove this scourge instead.

    "
    "NOTES:
    Available Support: Folio reroll: Used
    Blessings are available for use. (Keeping Disintegrate, My only attack spell.)

    The Locksmith: On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice.

    Lyrune-quah Truthspeaker: On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.

    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)
    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Bound Imp (Core), Fate-reader Lenses, Locate Object (Core), Soothing Word, Lightning Bolt (Core), The Paladin, Zellara's Harrow Deck
    Recharged: Mist Horn (Core), Frost Ray (Core),
    Discard Pile: Chain Lightning (Core), Leech, Disable Mechanism (Core), Good Omen (Core), Disintegrate (Core),
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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.
    [x] When you defeat a card using a non-combat check, you may draw a card.

    Banished siege cards 4 and 5.

    Discarded Angban's Blessing of Achaekek.

    The top card of Thicket and Cliff are banished.

    Ezren gained 1 respect point.


    Hour: All damage is Mental damage that cannot be reduced.

    Kit: Take Prayer for Amulet of Fiery Fists.

    Skip free explore.

    Sajan wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d8 +3
    Acrobatics +2
    CONSTITUTION d6
    Fortitude +2
    INTELLIGENCE d6
    WISDOM d8 +1
    Perception +1
    CHARISMA d6

    Powers
    EXILED PADAPRAJNA
    HAND SIZE 5 [X4] 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 (R[X3] or a local character suffers) suffer Combat ([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 [X4] 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

    Hand: Blackjack's Rapier, Returning Totem Spear, Amulet of Furious Fists, Ruan Mirukova, Prayer, Prayer
    Displayed: Amulet of Fiery Fists, Blessing of the Gods, Wayfinder
    Deck: 13 Discard: 2 Buried: 1
    Hero Points: 2 Shirt Reroll Available (CCT-4C): Yes
    Notes: Role: Blackjack
    Respect Points: 5 (4A: 2, 4B: 1, 4C: 2)
    Prayer:
    Prayer
    Blessing 0

    Traits
    Divine

    Checks
    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.

    Prayer:
    Prayer
    Blessing 0

    Traits
    Divine

    Checks
    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.


    During This Adventure: Adventure 4: Adventure 4—A History of Ashes

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
  • When you gain a respect point, record it on your Chronicle sheet.
    Story Banes || Acquired Loot || Supporters || Scourges

    During This Scenario: Curse 4B: The Belly of the Beast
    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose a new Assassin story bane. If you choose the Cinderlander, randomly choose a different one instead.
  • Villain: None
  • Henchmen: None

    SETUP:

  • When building the locations, set aside the banes in a siege pile, then shuffle in the non-closing henchman Cinderlander and a number of non-closing henchmen Red Mantis Assassins-Proxy A and Ashwing Gargoyles-Proxy B each equal to the number of characters.

    DURING THIS SCENARIO:

  • When you succeed at a check to defeat by 20 or more, gain 1 respect point.
  • When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
  • While using a power that examines cards, you may treat the siege pile as your location.
  • When you suffer damage that is not reduced to 0, banish the top card of your location and each unoccupied location; when a location has no cards, it closes automatically.
  • If any location is closed, you lose.
  • To win, empty the siege pile.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Party respect points: 26
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

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

    Traits
    Human
    Fighter
    Gray Maiden
    Veteran

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

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

    Monster 2
    Spoiler:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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

    Monster 3
    Spoiler:
    Vampire Spawn
    Monster 2

    Traits
    Undead
    Vampire

    Check
    Combat
    15

    Powers
    Immune to Mental and Poison.
    If undefeated, bury a random card from your discards.

    Monster 4
    Spoiler:
    Harpy
    Monster 2

    Traits
    Harpy

    Check
    Combat
    10

    Powers
    Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.

    Monster 5
    Spoiler:
    Traitor
    Monster 1

    Traits
    Human
    Spy
    Veteran

    Check
    Combat
    9+##

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

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

    Barrier 2
    Spoiler:
    Assassination Squad
    Barrier 3

    Traits
    Trigger
    Skirmish
    Red Mantis

    Check
    None
    0

    Powers
    When examined, you may move to this location and encounter this barrier.
    When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.

    Barrier 3
    Spoiler:
    Captive Horror
    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 4
    Spoiler:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Wailing Maidens
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Humanbane Rapier
    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
    Spoiler:
    Frost Longbow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Cold
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Weapon 3
    Spoiler:
    Acidic Bolas
    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 4
    Spoiler:
    Seeking Longbow
    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 5
    Spoiler:
    Shock Glaive
    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.

    Random Spells:
    Spell 1
    Spoiler:
    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.

    Spell 2
    Spoiler:
    Instrument Of Agony
    Spell 4

    Traits
    Magic
    Divine
    Veteran

    Check
    Wisdom
    Divine
    10

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

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

    Spell 3
    Spoiler:
    Aspect Of The Monkey
    Spell 2

    Traits
    Magic
    Divine
    Animal

    Check
    Wisdom
    Divine
    7

    Powers
    Display. While displayed:
    • On your Dexterity and Charisma checks, add 1d6.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.

    Spell 4
    Spoiler:
    Embiggen
    Spell P2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

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

    Spell 5
    Spoiler:
    Twisted Space
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Voidglass Armor
    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
    Spoiler:
    Magic Klar
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    9

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

    Armor 3
    Spoiler:
    Sable Company Hide
    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 4
    Spoiler:
    Moon Maiden Armor
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 5
    Spoiler:
    Impervious Chain Shirt
    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.

    Random Items:
    Item 1
    Spoiler:
    Circlet Of Mental Acuity
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

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

    Item 2
    Spoiler:
    Banner Of The Ancient Kings
    Item 2

    Traits
    Object
    Magic

    Check
    Charisma
    Diplomacy
    Fortitude
    Melee
    10

    Powers
    Display. While displayed:
    • On all combat checks, add 1. If any character fails a combat check, bury this item.
    • You may bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.

    Item 3
    Spoiler:
    Fate-reader Lenses
    Item 3

    Traits
    Object
    Magic
    Harrow

    Check
    Wisdom
    Arcane
    Divine
    Perception
    8

    Powers
    On any Perception check, reveal to add 1d10.
    Discard to examine the top 3 cards of any location or the hourglass and return them in any order.

    Item 4
    Spoiler:
    Dust Of Revealing
    Item 4

    Traits
    Craft
    Object
    Magic

    Check
    Intelligence
    Arcane
    Divine
    11

    Powers
    On a local Perception check, freely bury to add 2d10.
    Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

    Item 5
    Spoiler:
    Ring Of Evasion
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Craft
    9

    Powers
    When you encounter a bane, recharge to evade it.
    When you suffer damage from a bane’s before acting or after acting power, reveal to reduce it by 1.

    Random Allies:
    Ally 1Ally 2
    Spoiler:
    Sklar-quah Thundercaller
    Ally 4

    Traits
    Human
    Skald
    Respect

    Check
    Charisma
    Diplomacy
    11
    OR
    Summon And Defeat A Barrier
    0

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

    Ally 3
    Spoiler:
    Djinn
    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
    Spoiler:
    Firepelt Cougar
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    12

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

    Ally 5
    Spoiler:
    Sergeant-at-arms
    Ally 2

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Knowledge
    10

    Powers
    On a local check against a bane or an ally, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

    Random Blessings:
    Blessing 1
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessing 2
    Spoiler:
    Lady Luck
    Blessing 3

    Traits
    Deity: Desna
    Divine

    Check
    Wisdom
    Divine
    Perception
    8

    Powers
    WHEN THIS IS THE HOUR
    When you play a blessing, you may give a card to any character.

    On any check, freely discard to reroll.
    Discard to move, then explore.

    Blessing 3
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 4
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessing 5
    Spoiler:
    The Wanderer
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Turn: 13 Cogsnap/Wilderredbeard

    Top of Blessing Discard Pile: Irori’s Mastery - When this is the hour: On your blessed check, you may reroll any dice showing 1.

    Top Blessing:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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


    Blessings Remaining: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 14 Radovan)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 2 (Turn 15 Angban)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 3 (Turn 16 Ezren)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 4 (Turn 17 Sajan)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

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

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

    Blessings Deck Card 5 (Turn 18 Cogsnap)
    Spoiler:
    The First
    Blessing 3

    Traits
    Deity: Asmodeus
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Blessings Deck Card 6 (Turn 19 Radovan)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 7 (Turn 20 Angban)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 8 (Turn 21 Ezren)
    Spoiler:
    Lamashtu’s Madness
    Blessing 2

    Traits
    Deity: Lamashtu
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    5+#

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

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

    Blessings Deck Card 9 (Turn 22 Sajan)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Blessings Deck Card 10 (Turn 23 Cogsnap)
    Spoiler:
    Lady Of Valor
    Blessing 3

    Traits
    Deity: Iomedae
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Blessings Deck Card 11 (Turn 24 Radovan)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 12 (Turn 25 Angban)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.

    Blessings Deck Card 13 (Turn 26 Ezren)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 14 (Turn 27 Sajan)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 15 (Turn 28 Cogsnap)
    Spoiler:
    Achaekek’s Claws
    Blessing 4

    Traits
    Deity: Achaekek
    Divine

    Check
    Intelligence
    Craft
    8

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

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

    Blessings Deck Card 16 (Turn 29 Radovan)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; you may encounter it.

    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

    Blessings Deck Card 17 (Turn 30 Angban)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Scenario Deck Card 1:
    Cinderlander
    Story Bane Monster 4

    Traits
    Human
    Ranger

    Check
    Combat
    17
    THEN
    Combat
    17
    OR
    Charisma
    Diplomacy
    9

    Powers
    Immune to Respect.
    Before acting, a random character suffers 1d4 Ranged Combat damage.

    Scenario Deck Card 2:
    Mist Horror
    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.

    Scenario Deck Card 3:
    Red Mantis Ambush
    Barrier 4

    Traits
    Skirmish
    Red Mantis

    Check
    None
    0

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

    Scenario Deck Card 4:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Scenario Deck Card 5:
    Manticore
    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.

    Scenario Deck Card 6:
    Ogre
    Monster 0

    Traits
    Giant
    Ogre
    Veteran

    Check
    Combat
    12+##

    Powers
    Before acting, each local character suffers 1 Combat damage.

    Scenario Deck Card 7:
    Wyvern
    Monster 4

    Traits
    Dragon

    Check
    Combat
    18
    OR
    Survival
    12

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

    Cinderlands
    Traits: Sacred, Wild
    At This Location: On your check against a monster or a Respect card, if the result is less than your party’s respect points, you may discard a card to reroll.
    When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
    When Permanently Closed: Examine the top card of any location.
    M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:2 Bl:1 ?:0
    Located here: Radovan

    Cinderlands Card 1:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Cinderlands Card 2:
    Wolverine
    Ally 3

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    9

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

    Cinderlands Card 3:
    Sable Company Marine
    Ally 3

    Traits
    Human
    Soldier

    Check
    Dexterity
    Ranged
    11
    THEN
    Charisma
    Diplomacy
    10

    Powers
    On the first combat check of a turn, if it is local, recharge to add 1d8.
    Discard to explore. This exploration, on your first combat check, add 1d8.

    Cinderlands Card 4:
    Venomous Hand Crossbow
    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.

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

    Cliff Card 1:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Outsider card, add 1d4.

    On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Cliff Card 2:
    Magic Mithral Chain Mail
    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.

    Cliff Card 3:
    Asmodeus’s Tyranny
    Blessing 2

    Traits
    Deity: Asmodeus
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    5+#

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

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

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

    Campsite Card 1:
    Riding Allosaurus
    Ally 2

    Traits
    Animal
    Mount
    Loot

    Check
    Wisdom
    Charisma
    Survival
    14

    Powers
    Recharge to move. You may not use this power during an encounter.
    On a local combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your first combat check, add 1d6.

    Campsite Card 2:
    Magistrate
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    Knowledge
    9

    Powers
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.

    Campsite Card 3:
    Vindicator
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Campsite Card 4:
    Venomous Dagger
    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.

    Campsite Card 5:
    Bloodroot Poison
    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.

    Thicket
    Traits: Wild
    At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:0
    Located here: Ezren,

    Thicket Card 1:
    Landshark Whelp
    Ally 4

    Traits
    Aberration

    Check
    Wisdom
    Survival
    9

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

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

    Thicket Card 2:
    Sable Company Leathers
    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.

    Thicket Card 3:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Pits
    Traits: Underground, Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M:0 Ba:0 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:0
    Located here: Sajan,

    Pits Card 1 - Divine Blaze:
    Divine Blaze
    Spell 4

    Traits
    Magic
    Divine
    Attack
    Fire

    Check
    Wisdom
    Divine
    12

    Powers
    For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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

    Pits Card 2:
    Belt Of Physical Prowess
    Item 2

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    Pits Card 3:
    Iron Shackles
    Item 2

    Traits
    Object
    Magic

    Check
    Dexterity
    Disable
    9

    Powers
    When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
    When a local character would move, recharge; that character does not move.

    Pits Card 4:
    Naval Hero
    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.

    Pits Card 5:
    Shoanti Barbarian Hide
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Pits Card 6:
    Wyrmsmite
    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.


  • Cogsnap's Deck Manager

    The hour of Irori's Mastery
    When this is the hour: On your blessed check, you may reroll any dice showing 1.
    Remain at Campsite.

    Explore:

    Cinderlander:
    Story Bane Monster 4
    Traits
    Human
    Ranger

    Check
    Combat
    17
    THEN
    Combat
    17
    OR
    Charisma
    Diplomacy
    9

    Powers
    Immune to Respect.
    Before acting, a random character suffers 1d4 Ranged Combat damage.

    BA random character (turn order starting with Cogsnap): 1d5 ⇒ 3 Angban takes ranged combat damage: 1d4 ⇒ 3
    Send Acid Flask to recovery in place of Tangleburn Bag, reveal Burglar's Bracers. Angban discards BoAchaekek to double bless.
    Combat 17: 3d10 + 5 + 3d8 ⇒ (5, 5, 5) + 5 + (6, 8, 8) = 42 Hero Point earned!/b]
    Send Liquid Persuasion to recovery to add Craft to 2nd check. Reveal Burglar's Bracers to add 1d8.
    Charisma 9: 1d6 + 1d10 + 5 + 1d8 ⇒ (1) + (6) + 5 + (5) = 17 defeated
    Recharge Returning Totem Spear to [b]draw 2 random Liquid/Alchemical Items from the box and keep 1: The Unveiling (P2) & Red War Paint (4)(per Hangouts) - keep Red War Paint
    and display it.

    Discard The Beating to explore (no weapons or armours to draw from discard):

    Mist Horror:
    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.

    Send Tangleburn Bag to recovery and reveal BBs.
    Combat 14: 1d10 + 5 + 3d8 ⇒ (5) + 5 + (4, 1, 5) = 20 success but undefeated - no Magic trait
    Mist Horror is shuffled into Siege Deck.
    Cogsnap moves to: 1d5 ⇒ 3 Campsite

    End turn. Heal a random discarded card: Bottled Lightning. Attempt recovery:
    Acid Flask: Craft 6: 1d10 + 5 + 1d8 ⇒ (5) + 5 + (8) = 18 -> Acid Flask recharged.
    Liquid Persuasion: Craft 11: 1d10 + 5 + 1d8 ⇒ (4) + 5 + (5) = 14 -> Liquid Persuasion recharged.
    Tangleburn Bag: Craft 12: 1d10 + 5 + 1d8 ⇒ (6) + 5 + (1) = 12 -> Tangleburn Bag recharged.
    Reset hand.

    An excerpt from the clockwork recording device of Cognsap the Unbleached:
    ambient sound of clinking bottles
    "Did that Cinderlander put a hex on us? Suddenly I'm feeling a chill that this fire's not touching..."

    Cogsnap the Unbleached wrote:

    Hand: Galvanic Chakram +1, Bottled Lightning, Burglar's Bracers, Blackfingers, The Snakebite, Returning Totem Spear (loot), Elixir of Focus (acq),

    Displayed: Red War Paint (acq),
    Deck: 12 Discard: 2 Buried: 1
    Current Location: Campsite
    Hero Points (Available): 1
    NOTES:
    Available Support: Feel free to use the following support if needed:
    Local - Bottled Lightning ignores BA powers for a non-story bane monster, reload Totem Spear for 1d8 to a combat check, Elixir of Focus adds Cogsnap's Craft to a non-combat check, Galvanic Chakram discards to ignore a non-villain monster's BA power
    Distant -
    L&D - Blessings available. Blackfingers freely recharges to bless Alchemical or Poison trait checks, The Snakebite recharges to bless non-Dex/Str combat checks (if Poison - double bless)
    Other: Dice Re-Roll Used for 4C?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Stone Skin, Ambrosia, Bottled Lightning (acq), Tinker, Elixir of Focus, Blessing of the Elements 2, Blessing of the Elements 1, Flensing Jelly, Potion of Restoration
    Recharged: Acid Flask, Liquid Persuasion, Tangleburn Bag,
    Discard Pile: Crystalline Carnivore, The Beating (Harrow),
    Buried Pile: Armored Coat,

    Skills and Powers:
    SKILLS
    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. [X] 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.


    Deck Handler for CotCT Radovan

    Hourglass Discard: Sands Of The Hour
    WHEN THIS IS THE HOUR: No effect.

    Start of Turn: Reveal Zae to recharge Appleslayer
    Display Bloodroot Poison

    random card: 1d6 + 1 ⇒ (4) + 1 = 5
    Explore: Manticore
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    Cogsnap 1, Radovan 2, Angban 3, Ezren 4, Sajan 5
    Random character: 1d5 ⇒ 3
    Angban takes Ranged Combat damage: 1d4 + 1 ⇒ (1) + 1 = 2.
    1 card from Campsite and Cliffs is banished.

    Reveal Humanbane Rapier, reload bloodroot poison, discard the vision to bless. choosing the number 1.
    Combat 15: 2d8 + 5 + 1d4 + 1 + 2 + 1d6 + 1 + 1d8 ⇒ (1, 3) + 5 + (4) + 1 + 2 + (1) + 1 + (5) = 23+6= 29
    Manticore banished.

    Discard Zae to explore.
    random card: 1d6 + 1 ⇒ (5) + 1 = 6

    Explore: Ogre
    Before acting, each local character suffers 1 Combat damage.
    *sigh* Bury Red leathers to reduce the 1 damage.
    Display Gray Maiden Footsoldier (2) next to Quang due to taking damage.

    Reload Humanbane Rapier
    Combat 12+4+4=20: 1d8 + 5 + 1d4 + 1 + 2 + 1d6 + 1 + 1d4 ⇒ (1) + 5 + (2) + 1 + 2 + (6) + 1 + (3) = 21
    Ogre banished.

    "

    Radovan wrote:

    Hand: Shadowless Sword, Bloodroot Poison (Core), Humanbane Rapier, Belt of Physical Might (Core), Keen Rapier, Snick,

    Displayed:
    Deck: 8 Discard: 5 Buried: 1
    Current Location: Cinderlands
    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 when my location closes.
    Displayed cards next to Devil Form(s): Displayed Devil Forms
    Quang (OOC d6): Gray maiden Footsoldier (2)
    Norge (Fire IC d8):
    Fell Viridio (Poison IC 2d6):

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Rodrick, Blackjack's Rapier, Belt of Physical Prowess, The Joke, The Demon's Lantern
    Recharged: Grogul, The Winged Serpent, Appleslayer,
    Discard Pile: The Uprising (harrow), Alaeron, The Locksmith, The Vision, Zae,
    Buried Pile: Red Leathers,

    Skills and Powers:
    SKILLS
    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)

    "


    Lvl 3 Gunslinger. Deck Handler

    Off turn, Ezren used my Achaekek. Would have displayed Adamantine and Poisoned Bullets. Then take 3 damage on Cogsnap's turn, wiping the rest of my hand. Another 2 damage had no effect on my empty hand.

    Start turn. Hour is Benefaction. Move to Cliff. No cards in hand, so end turn. Recharge buried Toxic Blunderbuss. Reset hand, drawing 6

    Angban wrote:

    Hand: Hide Armor, Cannon Master, Shock Musket +1, Benevolent Buckler, Pepperbox, Voidglass Armor,

    Displayed: Adamantine Bullets, Poisoned Bullets,
    Deck: 4 Discard: 6 Buried: 2
    Current Location: Cliff
    Hero Points: 4
    Shirt Reroll: available
    Respect points: 4

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gorum's Iron, Powder Horn
    Recharged: Dragon Pistol +1, Toxic Blunderbuss +1,
    Discard Pile: Blessing of Alkenstar, The Lucky Drunk, Blessing of Achaekek, Craftsman, The Big Sky, Hand Cannon,
    Buried Pile: Dragon Pistol, Dragonbreath Shot,

    Skills and Powers:
    SKILLS
    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 ☑ 6
    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.

    Ah, yes. There's my armor.


    During This Adventure: Adventure 4: Adventure 4—A History of Ashes

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
  • When you gain a respect point, record it on your Chronicle sheet.
    Story Banes || Acquired Loot || Supporters || Scourges

    During This Scenario: Curse 4B: The Belly of the Beast
    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose a new Assassin story bane. If you choose the Cinderlander, randomly choose a different one instead.
  • Villain: None
  • Henchmen: None

    SETUP:

  • When building the locations, set aside the banes in a siege pile, then shuffle in the non-closing henchman Cinderlander and a number of non-closing henchmen Red Mantis Assassins-Proxy A and Ashwing Gargoyles-Proxy B each equal to the number of characters.

    DURING THIS SCENARIO:

  • When you succeed at a check to defeat by 20 or more, gain 1 respect point.
  • When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
  • While using a power that examines cards, you may treat the siege pile as your location.
  • When you suffer damage that is not reduced to 0, banish the top card of your location and each unoccupied location; when a location has no cards, it closes automatically.
  • If any location is closed, you lose.
  • To win, empty the siege pile.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Party respect points: 26
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Infantry Devil
    Monster 2

    Traits
    Outsider
    Devil

    Check
    Combat
    14
    OR
    Arcane
    9

    Powers
    Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
    If undefeated, suffer the scourge Plagued.

    Monster 2
    Spoiler:
    Traitor
    Monster 1

    Traits
    Human
    Spy
    Veteran

    Check
    Combat
    9+##

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

    Monster 3
    Spoiler:
    Enormous Reefclaw
    Monster 3

    Traits
    Aberration
    Aquatic

    Check
    Combat
    19

    Powers
    Before acting, each local character suffers 1 Combat damage.
    If this monster would be defeated, reroll.

    Monster 4
    Spoiler:
    Smoke Slayer
    Monster 2

    Traits
    Perception
    Elemental

    Check
    Combat
    13

    Powers
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

    Monster 5
    Spoiler:
    Minotaur
    Monster 2

    Traits
    Minotaur

    Check
    Combat
    15
    OR
    Fortitude
    8

    Powers
    If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.

    Random Barriers:
    Barrier 1
    Spoiler:
    Cryptic Message
    Barrier 2

    Traits
    Cache

    Check
    Intelligence
    Knowledge
    10

    Powers
    If undefeated, you may banish this barrier.
    If defeated, you may examine the top 2 cards of your location and return them in any order.

    Barrier 2
    Spoiler:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Barrier 3
    Spoiler:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

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

    Barrier 4
    Spoiler:
    Symbol Of Insanity
    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 5
    Spoiler:
    Madness Mist Trap
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Shock Glaive
    Weapon 2

    Traits
    Polearm
    Melee
    Slashing
    2-handed
    Electricity
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 2
    Spoiler:
    Verminbane Warhammer
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    14

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

    Weapon 3
    Spoiler:
    Frost Longbow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Cold
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Weapon 4
    Spoiler:
    Shock Kukri
    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.

    Weapon 5
    Spoiler:
    Frost Longspear
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Aspect Of The Monkey
    Spell 2

    Traits
    Magic
    Divine
    Animal

    Check
    Wisdom
    Divine
    7

    Powers
    Display. While displayed:
    • On your Dexterity and Charisma checks, add 1d6.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.

    Spell 2
    Spoiler:
    Dimensional Jump
    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.

    Spell 3
    Spoiler:
    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.

    Spell 4
    Spoiler:
    Enervation
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

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

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

    Spell 5
    Spoiler:
    Volcanic Storm
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Totem Klar
    Armor 4

    Traits
    Shield
    Offhand
    Piercing
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    11

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

    Armor 2
    Spoiler:
    Magic Full Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Armor 3
    Spoiler:
    Maiden’s Helm
    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 4
    Spoiler:
    Helm Of The Valkyrie
    Armor 2

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    At the end of your turn, recharge to move.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 5
    Spoiler:
    Magic Mithral Chain Mail
    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.

    Random Items:
    Item 1
    Spoiler:
    Wayfinder
    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
    Spoiler:
    Circlet Of Mental Acuity
    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
    Spoiler:
    Belt Of Physical Might
    Item 4

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    13

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.

    Item 4
    Spoiler:
    Fate-reader Lenses
    Item 3

    Traits
    Object
    Magic
    Harrow

    Check
    Wisdom
    Arcane
    Divine
    Perception
    8

    Powers
    On any Perception check, reveal to add 1d10.
    Discard to examine the top 3 cards of any location or the hourglass and return them in any order.

    Item 5
    Spoiler:
    Fireball Beads
    Item 4

    Traits
    Accessory
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    9

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

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

    Random Allies:
    Ally 1
    Spoiler:
    Cerulean Mastermind
    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
    Spoiler:
    Jasan Adriel
    Ally 4

    Traits
    Human
    Spy

    Check
    Charisma
    Diplomacy
    11
    OR
    Knowledge
    10

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

    Ally 3
    Spoiler:
    Firepelt Cougar
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    12

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

    Ally 4
    Spoiler:
    Djinn
    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 5
    Spoiler:
    Magistrate
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    Knowledge
    9

    Powers
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.

    Random Blessings:
    Blessing 1
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessing 2
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessing 3
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessing 4
    Spoiler:
    The Wind And The Waves
    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 5
    Spoiler:
    The Sickness
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Turn: 16 Ezren/Bigguyinblack

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

    Top Blessing:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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


    Blessings Remaining: 14
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 17 Sajan)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

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

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

    Blessings Deck Card 2 (Turn 18 Cogsnap)
    Spoiler:
    The First
    Blessing 3

    Traits
    Deity: Asmodeus
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Blessings Deck Card 3 (Turn 19 Radovan)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 4 (Turn 20 Angban)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 5 (Turn 21 Ezren)
    Spoiler:
    Lamashtu’s Madness
    Blessing 2

    Traits
    Deity: Lamashtu
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    5+#

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

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

    Blessings Deck Card 6 (Turn 22 Sajan)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Blessings Deck Card 7 (Turn 23 Cogsnap)
    Spoiler:
    Lady Of Valor
    Blessing 3

    Traits
    Deity: Iomedae
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Blessings Deck Card 8 (Turn 24 Radovan)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 9 (Turn 25 Angban)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.

    Blessings Deck Card 10 (Turn 26 Ezren)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 11 (Turn 27 Sajan)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 12 (Turn 28 Cogsnap)
    Spoiler:
    Achaekek’s Claws
    Blessing 4

    Traits
    Deity: Achaekek
    Divine

    Check
    Intelligence
    Craft
    8

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

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

    Blessings Deck Card 13 (Turn 29 Radovan)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; you may encounter it.

    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

    Blessings Deck Card 14 (Turn 30 Angban)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Scenario Deck Card 1:
    Mist Horror
    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.

    Scenario Deck Card 2:
    Red Mantis Ambush
    Barrier 4

    Traits
    Skirmish
    Red Mantis

    Check
    None
    0

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

    Scenario Deck Card 3:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Scenario Deck Card 4:
    Wyvern
    Monster 4

    Traits
    Dragon

    Check
    Combat
    18
    OR
    Survival
    12

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

    Scenario Deck Card 5:
    Ogre
    Monster 0

    Traits
    Giant
    Ogre
    Veteran

    Check
    Combat
    12+##

    Powers
    Before acting, each local character suffers 1 Combat damage.

    Cinderlands
    Traits: Sacred, Wild
    At This Location: On your check against a monster or a Respect card, if the result is less than your party’s respect points, you may discard a card to reroll.
    When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
    When Permanently Closed: Examine the top card of any location.
    M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:2 Bl:1 ?:0
    Located here: Radovan

    Cinderlands Card 1:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Cinderlands Card 2:
    Wolverine
    Ally 3

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    9

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

    Cinderlands Card 3:
    Sable Company Marine
    Ally 3

    Traits
    Human
    Soldier

    Check
    Dexterity
    Ranged
    11
    THEN
    Charisma
    Diplomacy
    10

    Powers
    On the first combat check of a turn, if it is local, recharge to add 1d8.
    Discard to explore. This exploration, on your first combat check, add 1d8.

    Cinderlands Card 4:
    Venomous Hand Crossbow
    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.

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

    Cliff Card 1:
    Asmodeus’s Tyranny
    Blessing 2

    Traits
    Deity: Asmodeus
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    5+#

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

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

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

    Campsite Card 1:
    Vindicator
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Campsite Card 2:
    Venomous Dagger
    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.

    Campsite Card 3:
    Bloodroot Poison
    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.

    Thicket
    Traits: Wild
    At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:0
    Located here: Ezren,

    Thicket Card 1:
    Landshark Whelp
    Ally 4

    Traits
    Aberration

    Check
    Wisdom
    Survival
    9

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

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

    Thicket Card 2:
    Sable Company Leathers
    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.

    Thicket Card 3:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Pits
    Traits: Underground, Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M:0 Ba:0 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:0
    Located here: Sajan,

    Pits Card 1 - Divine Blaze:
    Divine Blaze
    Spell 4

    Traits
    Magic
    Divine
    Attack
    Fire

    Check
    Wisdom
    Divine
    12

    Powers
    For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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

    Pits Card 2:
    Belt Of Physical Prowess
    Item 2

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    Pits Card 3:
    Iron Shackles
    Item 2

    Traits
    Object
    Magic

    Check
    Dexterity
    Disable
    9

    Powers
    When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
    When a local character would move, recharge; that character does not move.

    Pits Card 4:
    Naval Hero
    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.

    Pits Card 5:
    Shoanti Barbarian Hide
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Pits Card 6:
    Wyrmsmite
    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.


  • Deck Handler Desired Upgrades:

    Prayer: No effect. Examine the top card of my deck: Bound Imp (Core). Wounded: Discard Bound Imp from the top of my deck. Location effect: Ezren is Entangled.

    random siege card from the top: 1d4 ⇒ 1

    Scenario Deck Card 1: Mist Horror:

    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.

    combat 14 discarding Fly to add my Intelligence, Displaying Enhance for Strength: 1d6 + 1d12 + 9 ⇒ (5) + (12) + 9 = 26

    forced movement if Entangled doesn't prevent it: 1d5 ⇒ 4

    Thicket. Mist Horror is shuffled into siege deck. Display False Life. End turn.

    discard Nightspear to heal blessings and allies: 1d4 + 1 ⇒ (3) + 1 = 4

    Ezren ends their turn.

    Ezren attempts to recover all cards in their Recovery pile.
    Enhance: Arcane 7: 1d12 + 1d4 + 6 ⇒ (8) + (4) + 6 = 18 -> Enhance recharged .

    Ezren resets their hand.

    Ezren wrote:

    Hand: Spellbook (Core), The Locksmith, Lyrune-quah Truthspeaker, Leech, Lightning Bolt (Core), The Paladin, Bound Imp (Core),

    Displayed: False Life,
    Deck: 8 Discard: 5 Buried: 0
    "Current Location: Thicket
    Hero Points: 5
    Respect Points 5 // Ezren has the following scourges marked:
    Entangled:
    While Marked:
    You cannot evade or move.

    When your location is closed, remove this scourge.

    Wounded:
    While Marked:
    At the start of your turn, discard the top card of your deck.

    When you would heal any number of cards, you may remove this scourge instead.

    "
    "NOTES:
    Available Support: Folio reroll: Used
    Blessings are available for use. (Keeping Disintegrate, My only attack spell.)

    The Locksmith: On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice.

    Lyrune-quah Truthspeaker: On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.

    The Paladin: On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    (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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fate-reader Lenses, Zellara's Harrow Deck, Locate Object (Core), Soothing Word, Nightspear
    Recharged: Mist Horn (Core), Frost Ray (Core), Enhance,
    Discard Pile: Chain Lightning (Core), Disable Mechanism (Core), Good Omen (Core), Disintegrate (Core), Fly (Core),
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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.
    [x] When you defeat a card using a non-combat check, you may draw a card.

    Siege deck is shuffled.

    leech at the start of Sajan's turn: 1d4 - 1 ⇒ (2) - 1 = 1

    Then send Bound Imp to recovery to draw 2 cards: Mist Horn (Core), Soothing Word.

    Ezren attempts to recover all cards in their Recovery pile.
    Bound Imp (Core): Arcane 8: 1d12 + 1d4 + 6 ⇒ (10) + (2) + 6 = 18 -> Bound Imp (Core) recharged.


    Hour: You may not use powers to reroll dice.

    Kit: Draw Wayfinder for Returning Totem Spear.

    Explore: Red Mantis Ambush
    Random other character (C, R, A, E): 1d4 ⇒ 2: Radovan encounters a Red Mantis Assassin. Evades.. Radovan encounters an Ashwing Gargolye Evades.

    Red Mantis Assassin:
    Red Mantis Assassin
    Story Bane Monster 3

    Traits
    Human
    Assassin
    Red Mantis
    Veteran

    Check
    Combat
    10+##

    Powers
    Resistant to Attack and Fire.
    Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
    If undefeated, suffer the scourge Wounded.

    BA Perception 4+#=9: 1d8 + 2 ⇒ (3) + 2 = 5
    DC increase: 1d6 ⇒ 5
    Reload Blackjack's Rapier for char power. Reveal Amulet of Furious Fists. Recharge Prayer. Recharge Ruan Mirukova for +d4
    Combat 10+##+5=25: 1d8 + 5 + 1d10 + 4 + 2d6 + 1d8 + 1d4 ⇒ (3) + 5 + (2) + 4 + (5, 3) + (4) + (2) = 28 Defeated.
    Ruan heals: Bat.

    Discard Wayfinder to examine: Wyvern and explore: Wyvern
    Asking Cogsnap for Blackfingers
    BA Fort 8: 1d6 + 2 + 1d6 ⇒ (6) + 2 + (6) = 14 Success.
    Recharge Prayer for char power. Reveal Amulet. Asking Ezren for The Locksmith.
    Combat 18: 1d8 + 4 + 1d10 + 0 + 2d6 + 2d8 ⇒ (7) + 4 + (3) + 0 + (4, 1) + (8, 6) = 33 Defeated.

    Draw up to 6.

    Sajan wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d8 +3
    Acrobatics +2
    CONSTITUTION d6
    Fortitude +2
    INTELLIGENCE d6
    WISDOM d8 +1
    Perception +1
    CHARISMA d6

    Powers
    EXILED PADAPRAJNA
    HAND SIZE 5 [X4] 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 (R[X3] or a local character suffers) suffer Combat ([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 [X4] 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

    Hand: Blackjack's Daggers, Blackjack's Rapier, Invigorating Temple Sword +2, Amulet of Furious Fists, Blackjack's Gear, Blessing of Abadar
    Displayed: Amulet of Fiery Fists, Blessing of the Gods, Returning Totem Spear
    Deck: 13 Discard: 2 Buried: 1
    Hero Points: 2 Shirt Reroll Available (CCT-4C): Yes
    Notes: Role: Blackjack
    Respect Points: 5 (4A: 2, 4B: 1, 4C: 2)
    Blessing of Abadar:
    Blessing of Abadar
    Blessing 1

    Traits
    Divine
    Abadar

    Powers
    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.


    During This Adventure: Adventure 4: Adventure 4—A History of Ashes

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
  • When you gain a respect point, record it on your Chronicle sheet.
    Story Banes || Acquired Loot || Supporters || Scourges

    During This Scenario: Curse 4B: The Belly of the Beast
    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose a new Assassin story bane. If you choose the Cinderlander, randomly choose a different one instead.
  • Villain: None
  • Henchmen: None

    SETUP:

  • When building the locations, set aside the banes in a siege pile, then shuffle in the non-closing henchman Cinderlander and a number of non-closing henchmen Red Mantis Assassins-Proxy A and Ashwing Gargoyles-Proxy B each equal to the number of characters.

    DURING THIS SCENARIO:

  • When you succeed at a check to defeat by 20 or more, gain 1 respect point.
  • When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile.
  • While using a power that examines cards, you may treat the siege pile as your location.
  • When you suffer damage that is not reduced to 0, banish the top card of your location and each unoccupied location; when a location has no cards, it closes automatically.
  • If any location is closed, you lose.
  • To win, empty the siege pile.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Party respect points: 26
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Monster 2
    Spoiler:
    Guardian Zombie
    Monster 2

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Cold, Electricity, Mental and Poison.
    If undefeated, suffer the scourge Plagued.

    Monster 3
    Spoiler:
    Mercenary
    Monster 1

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    8+#

    Powers
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.

    Monster 4
    Spoiler:
    Vampiric Mist
    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.

    Monster 5
    Spoiler:
    Mimic
    Monster 2

    Traits
    Aberration
    Trap

    Check
    Combat
    15
    OR
    Wisdom
    Perception
    9

    Powers
    On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
    If undefeated, suffer the scourge Entangled.

    Random Barriers:
    Barrier 1
    Spoiler:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

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

    Barrier 2
    Spoiler:
    Assassination Squad
    Barrier 3

    Traits
    Trigger
    Skirmish
    Red Mantis

    Check
    None
    0

    Powers
    When examined, you may move to this location and encounter this barrier.
    When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.

    Barrier 3
    Spoiler:
    Captive Horror
    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 4
    Spoiler:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Wailing Maidens
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Frost Longspear
    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 2
    Spoiler:
    Flaming Mace
    Weapon 2

    Traits
    Mace
    Melee
    Bludgeoning
    Fire
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

    Weapon 3
    Spoiler:
    Lucky Starknife
    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 4
    Spoiler:
    Sawtooth Saber
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Red Mantis
    Veteran

    Check
    Strength
    Acrobatics
    Melee
    13

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

    Weapon 5
    Spoiler:
    Acidic Bolas
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Embiggen
    Spell P2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

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

    Spell 2
    Spoiler:
    Giant Form
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    13

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

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

    Spell 3
    Spoiler:
    Good Omen
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Spell 4
    Spoiler:
    Dragon’s Breath
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    11

    Powers
    For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.

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

    Spell 5
    Spoiler:
    Wall Of Light
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Totem Klar
    Armor 4

    Traits
    Shield
    Offhand
    Piercing
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    11

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

    Armor 2
    Spoiler:
    Lion’s Helm
    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
    Spoiler:
    Grounded Studded Leather
    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
    Spoiler:
    Moon Maiden Armor
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 5
    Spoiler:
    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.

    Random Items:
    Item 1
    Spoiler:
    White War Paint
    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
    Spoiler:
    Belt Of Physical Might
    Item 4

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    13

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.

    Item 3
    Spoiler:
    Liquid Courage
    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 4
    Spoiler:
    Banner Of The Ancient Kings
    Item 2

    Traits
    Object
    Magic

    Check
    Charisma
    Diplomacy
    Fortitude
    Melee
    10

    Powers
    Display. While displayed:
    • On all combat checks, add 1. If any character fails a combat check, bury this item.
    • You may bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.

    Item 5
    Spoiler:
    Wand Of Restorative Touch
    Item 4

    Traits
    Wand
    Divine
    Magic
    Healing

    Check
    Wisdom
    Divine
    10

    Powers
    Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.

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

    Random Allies:
    Ally 1
    Spoiler:
    Jasan Adriel
    Ally 4

    Traits
    Human
    Spy

    Check
    Charisma
    Diplomacy
    11
    OR
    Knowledge
    10

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

    Ally 2
    Spoiler:
    Hippogriff Fledgling
    Ally 4

    Traits
    Animal
    Mount

    Check
    Wisdom
    Survival
    11

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

    Ally 3
    Spoiler:
    Noble
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

    Powers
    On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.

    Ally 4
    Spoiler:
    Cerulean Mastermind
    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 5
    Spoiler:
    Korvosan House Drake
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Blessing 2
    Spoiler:
    Norgorber’s Shadow
    Blessing 2

    Traits
    Deity: Norgorber
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Stealth
    5+#

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

    On any check, discard to bless.
    On a Perception or Stealth check, recharge to bless.
    Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.

    Blessing 3
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Outsider card, add 1d4.

    On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Blessing 4
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 5
    Spoiler:
    The Twin
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Stealth
    4+#

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

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

    Turn: 18 Cogsnap/Wilderredbeard

    Top of Blessing Discard Pile: The First - When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.

    Top Blessing:
    The First
    Blessing 3

    Traits
    Deity: Asmodeus
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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


    Blessings Remaining: 12
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 19 Radovan)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 2 (Turn 20 Angban)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 3 (Turn 21 Ezren)
    Spoiler:
    Lamashtu’s Madness
    Blessing 2

    Traits
    Deity: Lamashtu
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    5+#

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

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

    Blessings Deck Card 4 (Turn 22 Sajan)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Blessings Deck Card 5 (Turn 23 Cogsnap)
    Spoiler:
    Lady Of Valor
    Blessing 3

    Traits
    Deity: Iomedae
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Blessings Deck Card 6 (Turn 24 Radovan)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 7 (Turn 25 Angban)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.

    Blessings Deck Card 8 (Turn 26 Ezren)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 9 (Turn 27 Sajan)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 10 (Turn 28 Cogsnap)
    Spoiler:
    Achaekek’s Claws
    Blessing 4

    Traits
    Deity: Achaekek
    Divine

    Check
    Intelligence
    Craft
    8

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

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

    Blessings Deck Card 11 (Turn 29 Radovan)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; you may encounter it.

    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

    Blessings Deck Card 12 (Turn 30 Angban)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Scenario Deck Card 1:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Scenario Deck Card 2:
    Mist Horror
    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.

    Scenario Deck Card 3:
    Ogre
    Monster 0

    Traits
    Giant
    Ogre
    Veteran

    Check
    Combat
    12+##

    Powers
    Before acting, each local character suffers 1 Combat damage.

    Cinderlands
    Traits: Sacred, Wild
    At This Location: On your check against a monster or a Respect card, if the result is less than your party’s respect points, you may discard a card to reroll.
    When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
    When Permanently Closed: Examine the top card of any location.
    M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:2 Bl:1 ?:0
    Located here: Radovan

    Cinderlands Card 1:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Cinderlands Card 2:
    Wolverine
    Ally 3

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    9

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

    Cinderlands Card 3:
    Sable Company Marine
    Ally 3

    Traits
    Human
    Soldier

    Check
    Dexterity
    Ranged
    11
    THEN
    Charisma
    Diplomacy
    10

    Powers
    On the first combat check of a turn, if it is local, recharge to add 1d8.
    Discard to explore. This exploration, on your first combat check, add 1d8.

    Cinderlands Card 4:
    Venomous Hand Crossbow
    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.

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

    Cliff Card 1:
    Asmodeus’s Tyranny
    Blessing 2

    Traits
    Deity: Asmodeus
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    5+#

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

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

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

    Campsite Card 1:
    Vindicator
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Campsite Card 2:
    Venomous Dagger
    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.

    Campsite Card 3:
    Bloodroot Poison
    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.

    Thicket
    Traits: Wild
    At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
    When Closing: Summon and defeat a barrier.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:0
    Located here: Ezren,

    Thicket Card 1:
    Landshark Whelp
    Ally 4

    Traits
    Aberration

    Check
    Wisdom
    Survival
    9

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

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

    Thicket Card 2:
    Sable Company Leathers
    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.

    Thicket Card 3:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Pits
    Traits: Underground, Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M:0 Ba:0 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:0
    Located here: Sajan,

    Pits Card 1 - Divine Blaze:
    Divine Blaze
    Spell 4

    Traits
    Magic
    Divine
    Attack
    Fire

    Check
    Wisdom
    Divine
    12

    Powers
    For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

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

    Pits Card 2:
    Belt Of Physical Prowess
    Item 2

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    Pits Card 3:
    Iron Shackles
    Item 2

    Traits
    Object
    Magic

    Check
    Dexterity
    Disable
    9

    Powers
    When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
    When a local character would move, recharge; that character does not move.

    Pits Card 4:
    Naval Hero
    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.

    Pits Card 5:
    Shoanti Barbarian Hide
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Pits Card 6:
    Wyrmsmite
    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.


  • Cogsnap's Deck Manager

    Off turn actions:
    Discard Blackfingers for Sajan's check.

    Start of turn:The hour of The First
    When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die.
    Remain at Campsite.

    Explore:

    Sczarni Thief:
    Monster 1
    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Discard Galvanic Chakram to ingnore BA power. Send Bottled Lightning to recovery.
    Combat 9+##=17: 1d10 + 5 + 3d8 ⇒ (1) + 5 + (6, 1, 5) = 18 defeated
    Recharge Burglar's Bracers to draw 2 random Liquid/Alchemical Items from the box: White War Paint (I2) & Liquid Courage (I2) - Keep Liquid Courage.

    End turn. Heal random discarded card: The Beating. Attempt recovery:
    Bottle Lightning - Craft 14: 1d10 + 5 ⇒ (7) + 5 = 12 discarded
    Reset hand.

    An excerpt from the clockwork recording device of Cognsap the Unbleached:
    ambient sound of clinking bottles
    "Is this party full of thieves and sneaks?! Begone before you taste more than that jolt-in-a-bottle!"

    Cogsnap the Unbleached wrote:

    Hand: Acid Flask, Tangleburn Bag, Tinker, The Beating (Harrow), Returning Totem Spear (loot), Elixir of Focus (acq), Liquid Courage (acq),

    Displayed: Red War Paint (acq),
    Deck: 11 Discard: 4 Buried: 1
    Current Location: Campsite
    Hero Points (Available): 1
    NOTES:
    Available Support: Feel free to use the following support if needed:
    Local - Reload Totem Spear for 1d8 to a combat check, Acid Flask adds 2d4 and Acid to a local combat or check to defeat a Lock or Trap barrier, Tinker recharges to add 1d4 to a local CtA or Craft check, Elixir of Focus adds Cogsnap's Craft to a non-combat check
    Distant -
    L&D - Liquid Courage displays and banishes to ignore a monster's BA power
    Other: Dice Re-Roll Used for 4C?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Burglar's Bracers, Flensing Jelly, Blessing of the Elements 1, Blessing of the Elements 2, Liquid Persuasion, Ambrosia, Bottled Lightning (acq), Elixir of Focus, Stone Skin, Potion of Restoration
    Recharged: Bottled Lightning,
    Discard Pile: Crystalline Carnivore, Blackfingers, Galvanic Chakram +1, The Snakebite,
    Buried Pile: Armored Coat,

    Skills and Powers:
    SKILLS
    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. [X] 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.


    Deck Handler for CotCT Radovan

    Hourglass Discard: Orison
    WHEN THIS IS THE HOUR: No effect.

    Display Bloodroot Poison

    Explore: Mist Horror
    Reload humanbane rapier, reveal belt
    Combat 14: 1d8 + 5 + 1d4 + 1 + 2 + 1d6 + 1 + 1d4 + 1d4 ⇒ (8) + 5 + (4) + 1 + 2 + (6) + 1 + (3) + (4) = 34
    Mist Horror defeated. Respect point earned! (8 total now). Didn't have cold though so it is shuffled into a random location and Radovan is moved to a random location.
    Mist horror location: 1d5 ⇒ 5 Mist Horror shuffled into the Pits.
    Radovan location: 1d5 ⇒ 4 Radovan moves to the Thicket.

    Discard Snick to explore.
    Explore: Ogre
    Before acting, each local character suffers 1 Combat damage.
    Ezren plays Mist Horn at the Thicket to prevent the damage.

    Reload keen rapier, reveal belt, reload bloodroot poison. Sajan plays the BoAbadar to bless.
    12+4+4=20: 2d8 + 5 + 1d4 + 1 + 2 + 1d6 + 1 + 1d4 + 1d4 + 1d8 ⇒ (7, 5) + 5 + (4) + 1 + 2 + (6) + 1 + (2) + (1) + (1) = 35
    Ogre defeated

    We win!!!!!!!!


    SCENARIO REWARD:

  • Each character gets a hero point.
  • The party gets all boons remaining in locations.

    ACQUIRED CARDS:
    Weapon 3 Venomous Dagger
    Weapon 2 Venomous Hand Crossbow
    Weapon 4 Vindicator
    Weapon 3 Wyrmsmite
    Spell 3 Clairvoyance
    Spell 4 Divine Blaze
    Armor 3 Sable Company Leathers
    Armor 4 Shoanti Barbarian Hide
    Item 2 Belt Of Physical Prowess
    Item 3 Bloodroot Poison
    Item 4 Bottled Lightning
    Item 2 Elixir Of Focus
    Item 2 Iron Shackles
    Item 4 Red War Paint
    Ally 4 Landshark Whelp
    Ally 2 Naval Hero
    Ally 3 Sable Company Marine
    Ally 3 Wolverine
    Blessing 2 Asmodeus’s Tyranny
    Blessing 0 Sands Of The Hour
    Blessing 1 Sarenrae’s Light
    Blessing 1 The Locksmith
    Blessing P1 The Real Rabbit Prince


  • Curse 4D: Trial of the Totem

    LOCATIONS:
    1-Base
    1-Cliff
    1-Mountain
    2-Cinderlands
    3-Dunes
    4-Glade
    5-Shrine
    6-Trail

    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose a new barrier.
  • Villain: None
  • Closing Henchmen: Pack Landsharks-Proxy B

    SETUP:

  • After preparing the story banes, add a blessing to a faceup totem pile next to each location.

    DURING THIS SCENARIO:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • When you succeed at a check to defeate by 20 or more, gain 1 respect point.
  • At the start of your turn, you may add a boon from your hand to any totem pile and suffer the scourge Honor-Tested.
  • When a bane from a location is undefeated, banish a boon from that location's totem pile.
  • When you close your location, draw all boons in its totem pile.
  • At the end of your turn, banish a boon from each unoccupied location's totem pile; if you cannot, you lose.


  • (S,C,R,A,E): 1d9 + 1d8 + 1d7 + 1d6 + 1d5 ⇒ (6) + (6) + (7) + (1) + (4) = 24

    Sajan: The Big Sky
    Cogsnap: The Forge
    Radovan: The Uprising
    Angban: The Bear
    Ezren: The Keep

    The Big Sky:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

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

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

    The Forge:
    The Forge
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

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

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

    The Uprising:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

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

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

    The Bear:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

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

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

    The Keep:
    The Keep
    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.


    During This Adventure: Adventure 4: Adventure 4—A History of Ashes

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
  • When you gain a respect point, record it on your Chronicle sheet.
    Story Banes || Acquired Loot || Supporters || Scourges

    During This Scenario: Curse 4D: Trial of the Totem
    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose a new barrier.
  • Villain: None
  • Closing Henchmen: Pack Landsharks-Proxy B

    SETUP:

  • After preparing the story banes, add a blessing to a faceup totem pile next to each location.

    DURING THIS SCENARIO:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • When you succeed at a check to defeate by 20 or more, gain 1 respect point.
  • At the start of your turn, you may add a boon from your hand to any totem pile and suffer the scourge Honor-Tested.
  • When a bane from a location is undefeated, banish a boon from that location's totem pile.
  • When you close your location, draw all boons in its totem pile.
  • At the end of your turn, banish a boon from each unoccupied location's totem pile; if you cannot, you lose.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Cotct Basilisk
    Monster 2

    Traits
    Animal

    Check
    Combat
    12

    Powers
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.

    Monster 2
    Spoiler:
    Landshark
    Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, encounter this monster.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Monster 3
    Spoiler:
    Ghast
    Monster 3

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    13+##

    Powers
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
    If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.

    Monster 4
    Spoiler:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

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

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

    Monster 5
    Spoiler:
    Roc
    Monster 4

    Traits
    Animal

    Check
    Combat
    19

    Powers
    If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.

    Random Barriers:
    Barrier 1
    Spoiler:
    Symbol Of Insanity
    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 2
    Spoiler:
    Fangs Of Diomazul
    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 3
    Spoiler:
    Guardian Door
    Barrier 2

    Traits
    Obstacle
    Task

    Check
    Intelligence
    Diplomacy
    Disable
    Stealth
    8

    Powers
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    Barrier 4
    Spoiler:
    Imprisonment
    Barrier 2

    Traits
    Lock
    Obstacle
    Task

    Check
    Dexterity
    Diplomacy
    Disable
    Stealth
    9

    Powers
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

    Barrier 5
    Spoiler:
    Ambush
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    Wisdom
    Perception
    Stealth
    8+#

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Frost Longbow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Cold
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Weapon 2
    Spoiler:
    Shock Kukri
    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.

    Weapon 3
    Spoiler:
    Vicious Scythe
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    11

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

    Weapon 4
    Spoiler:
    Dragonbane Greatsword
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
    If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 5
    Spoiler:
    Acidic Bolas
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Veteran

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

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

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

    Spell 2
    Spoiler:
    Full Pouch
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

    Powers
    Display. While displayed:
    • When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    • At the end of your turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Spell 3
    Spoiler:
    Death’s Touch
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Undead

    Check
    Intelligence
    Arcane
    11
    OR
    Wisdom
    Divine
    13

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

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

    Spell 4
    Spoiler:
    Giant Form
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    13

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

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

    Spell 5
    Spoiler:
    Enervation
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

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

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

    Random Armors:
    Armor 1
    Spoiler:
    Impervious Chain Shirt
    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
    Spoiler:
    Shoanti Barbarian Hide
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 3
    Spoiler:
    Maiden’s Helm
    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 4
    Spoiler:
    Bearskin Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 5
    Spoiler:
    Mithral Chain Shirt
    Armor 2

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    9

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

    Random Items:
    Item 1
    Spoiler:
    White War Paint
    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
    Spoiler:
    Red Mantis Mask
    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
    Spoiler:
    Ambrosia
    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 4
    Spoiler:
    Liquid Courage
    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 5
    Spoiler:
    Belt Of Physical Prowess
    Item 2

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    Random Allies:
    Ally 1
    Spoiler:
    Djinn
    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 2
    Spoiler:
    Bound Homunculus
    Ally 2

    Traits
    Construct
    Magic

    Check
    Intelligence
    Arcane
    Craft
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

    Ally 3
    Spoiler:
    Acadamae Scholar
    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
    Spoiler:
    Nightspear
    Ally 4

    Traits
    Outsider
    Agathion
    Healing

    Check
    Wisdom
    Survival
    11
    OR
    Divine
    9

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

    Ally 5
    Spoiler:
    Magistrate
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    Knowledge
    9

    Powers
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.

    Random Blessings:
    Blessing 1
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your non-Attack combat check, add 1.

    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.

    Blessing 2
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 3
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 4
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 5
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

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

    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.

    Turn: 1 Angban/eddiephlash

    Top of Blessing Discard Pile: The Theater - When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.

    Top Blessing:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; you may encounter it.

    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.


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

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

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

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

    Blessings Deck Card 2 (Turn 3 Sajan)
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

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

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

    Blessings Deck Card 3 (Turn 4 Cogsnap)
    Spoiler:
    Lamashtu’s Madness
    Blessing 2

    Traits
    Deity: Lamashtu
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    5+#

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

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

    Blessings Deck Card 4 (Turn 5 Radovan)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 5 (Turn 6 Angban)
    Spoiler:
    Achaekek’s Claws
    Blessing 4

    Traits
    Deity: Achaekek
    Divine

    Check
    Intelligence
    Craft
    8

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

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

    Blessings Deck Card 6 (Turn 7 Ezren)
    Spoiler:
    The Fiend
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer a scourge on your turn, each local character suffers it.

    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.

    Blessings Deck Card 7 (Turn 8 Sajan)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 8 (Turn 9 Cogsnap)
    Spoiler:
    Grandmother Nightmare
    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.

    Blessings Deck Card 9 (Turn 10 Radovan)
    Spoiler:
    Lady Luck
    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.

    Blessings Deck Card 10 (Turn 11 Angban)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 11 (Turn 12 Ezren)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 12 (Turn 13 Sajan)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

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

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

    Blessings Deck Card 13 (Turn 14 Cogsnap)
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 14 (Turn 15 Radovan)
    Spoiler:
    The Eclipse
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 15 (Turn 16 Angban)
    Spoiler:
    The Juggler
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

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

    On another character’s check, freely discard to reroll a die.
    Discard to explore.

    Blessings Deck Card 16 (Turn 17 Ezren)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Charisma check, you may use your Intelligence die instead of the normal die.

    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.

    Blessings Deck Card 17 (Turn 18 Sajan)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 18 (Turn 19 Cogsnap)
    Spoiler:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 19 (Turn 20 Radovan)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

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

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

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

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 21 (Turn 22 Ezren)
    Spoiler:
    The Lady Of Mysteries
    Blessing 3

    Traits
    Deity: Pharasma
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.

    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.

    Blessings Deck Card 22 (Turn 23 Sajan)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Blessings Deck Card 23 (Turn 24 Cogsnap)
    Spoiler:
    The Lucky Drunk
    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.

    Blessings Deck Card 24 (Turn 25 Radovan)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 25 (Turn 26 Angban)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Blessings Deck Card 26 (Turn 27 Ezren)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 27 (Turn 28 Sajan)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Outsider card, add 1d4.

    On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Blessings Deck Card 28 (Turn 29 Cogsnap)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 29 (Turn 30 Radovan)
    Spoiler:
    Lady Of Valor
    Blessing 3

    Traits
    Deity: Iomedae
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Cliff
    Traits: Wild
    At This Location: On your check, if any die shows a 1 or 2, count it as 0.
    When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage.
    When Permanently Closed: No effect.
    M:4 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:2 ?:1
    Notes: Totem: Blackfingers

    Cliff Card 1:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

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

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

    Cliff Card 2:
    Rajambari
    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.

    Cliff Card 3:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

    Cliff Card 4:
    Diseased Rats
    Monster 2

    Traits
    Animal
    Swarm
    Disease

    Check
    Combat
    13
    OR
    Stealth
    Survival
    9

    Powers
    Vulnerable to Attack.
    If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.

    Cliff Card 5:
    Pack Landshark
    Story Bane Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, move to this monster’s location and encounter it.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Cliff Card 6:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

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

    Cliff Card 7:
    Venomous Dagger
    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.

    Cliff Card 8:
    Emperor Scorpion
    Monster 4

    Traits
    Trigger
    Vermin
    Veteran

    Check
    Combat
    20

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

    Cliff Card 9:
    Glamered Leather Armor
    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.

    Cliff Card 10:
    Ash Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    22

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

    Mountain
    Traits: Wild
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
    When Closing: Bury an armor or the top card of your deck.
    When Permanently Closed: No effect.
    M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:1
    Notes: Totem: Incitation

    Mountain Card 1:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

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

    Mountain Card 2:
    Thundering Earthbreaker
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    2-handed
    Respect
    Magic

    Check
    Strength
    Melee
    15

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

    Mountain Card 3:
    Pack Landshark
    Story Bane Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, move to this monster’s location and encounter it.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Mountain Card 4:
    Magic Full Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Mountain Card 5:
    Burning Tar
    Barrier 0

    Traits
    Obstacle
    Fire
    Veteran

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

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

    Mountain Card 6:
    Emperor Cobra
    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.

    Mountain Card 7:
    Will-o’-wisp
    Monster 2

    Traits
    Aberration
    Electricity

    Check
    Combat
    13

    Powers
    Immune to Attack. All damage is Electricity damage.
    After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.

    Mountain Card 8:
    Garden Guardian
    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.

    Mountain Card 9:
    Poison Gas
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Craft
    Disable
    6+#

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

    Mountain Card 10:
    The Father Of Creation
    Blessing 3

    Traits
    Deity: Torag
    Divine

    Check
    Strength
    Craft
    Divine
    8

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

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

    Cinderlands
    Traits: Sacred, Wild
    At This Location: On your check against a monster or a Respect card, if the result is less than your party’s respect points, you may discard a card to reroll.
    When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
    When Permanently Closed: Examine the top card of any location.
    M:3 Ba:2 W:1 Sp:0 Ar:0 I:0 Al:2 Bl:1 ?:1
    Notes: Totem: Torag’s Power

    Cinderlands Card 1:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Cinderlands Card 2:
    Fortune-teller
    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.

    Cinderlands Card 3:
    Landshark Whelp
    Ally 4

    Traits
    Aberration

    Check
    Wisdom
    Survival
    9

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

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

    Cinderlands Card 4:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

    Powers
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.

    Cinderlands Card 5:
    Wyrmsmite
    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.

    Cinderlands Card 6:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Cinderlands Card 7:
    Harpy
    Monster 2

    Traits
    Harpy

    Check
    Combat
    10

    Powers
    Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.

    Cinderlands Card 8:
    Manticore
    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.

    Cinderlands Card 9:
    Pack Landshark
    Story Bane Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, move to this monster’s location and encounter it.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Cinderlands Card 10:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

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

    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
    Notes: Totem: The Avalanche

    Dunes Card 1:
    Ring Of Protection
    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.

    Dunes Card 2:
    Giant Anaconda
    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.

    Dunes Card 3:
    Verminbane Warhammer
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    14

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

    Dunes Card 4:
    Brain Mold
    Barrier 4

    Traits
    Obstacle
    Plant

    Check
    Intelligence
    Knowledge
    10
    OR
    Wisdom
    Survival
    7

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

    Dunes Card 5:
    Pack Landshark
    Story Bane Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, move to this monster’s location and encounter it.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Dunes Card 6:
    Unearthly Aim
    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.

    Dunes Card 7:
    Wall Of Light
    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.

    Dunes Card 8:
    Hungry Smoke
    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.

    Dunes Card 9:
    Mercenary
    Monster 1

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    8+#

    Powers
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.

    Dunes Card 10:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Glade
    Traits: Sacred, Wild
    At This Location: When you encounter a non–story bane, you may summon and encounter the danger. If you defeat it, banish the encountered bane; otherwise, evade it.
    When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
    When Permanently Closed: You may heal up to 2 cards.
    M:3 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:1
    Notes: Totem: Cayden Cailean’s Revelry

    Glade Card 1:
    Pack Landshark
    Story Bane Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, move to this monster’s location and encounter it.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Glade Card 2:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    15

    Powers
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    Glade Card 3:
    Spectre
    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.

    Glade Card 4:
    Keen Starknife
    Weapon 2

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    12

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Glade Card 5:
    Jasan Adriel
    Ally 4

    Traits
    Human
    Spy

    Check
    Charisma
    Diplomacy
    11
    OR
    Knowledge
    10

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

    Glade Card 6:
    Flensing Jelly
    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.

    Glade Card 7:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Glade Card 8:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

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

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

    Glade Card 9:
    Wall Of Lightning
    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.

    Glade Card 10:
    Vampiric Touch
    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.

    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 ?:1
    Notes: Totem: Pharasma’s Knowing

    Shrine Card 1:
    The All-seeing Eye
    Blessing 3

    Traits
    Deity: Nethys
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

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

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

    Shrine Card 2:
    Pack Landshark
    Story Bane Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, move to this monster’s location and encounter it.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Shrine Card 3:
    Catoblepas
    Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    20

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

    Shrine Card 4:
    Assassination Squad
    Barrier 3

    Traits
    Trigger
    Skirmish
    Red Mantis

    Check
    None
    0

    Powers
    When examined, you may move to this location and encounter this barrier.
    When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.

    Shrine Card 5:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

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

    Shrine Card 6:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Shrine Card 7:
    Sick Child
    Barrier 2

    Traits
    Task

    Check
    Constitution
    Fortitude
    10
    OR
    Charisma
    Diplomacy
    12

    Powers
    On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
    If undefeated, summon and encounter the story bane Blood Veil.

    Shrine Card 8:
    Hippogriff Rider
    Monster 4

    Traits
    Trigger
    Human
    Ranger
    And
    Animal

    Check
    Combat
    18
    THEN
    Combat
    17
    OR
    Survival
    11

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

    Shrine Card 9:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Shrine Card 10:
    Chain Lightning
    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.

    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

    No Location Card 1:
    Laori Vaus
    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.

    No Location Card 2:
    Thousand Bones
    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.

    No Location Card 3:
    Truthspeaker Akram
    Supporter 4

    Traits
    Human
    Skald
    Respect

    Check

    Powers
    Display. While displayed:
    • You may bury to examine all cards in a location, then shuffle the location.
    • □ On any non-combat check or any check on which you played a Respect card, you may bury to reroll.

    No Location Card 4:
    Cressida Kroft
    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.

    No Location Card 5:
    Keppira D’bear
    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.

    No Location Card 6:
    Vencarlo Orisini
    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.

    No Location Card 7:
    Ishani Dhatri
    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.

    No Location Card 8:
    Neolandus Kalepopolis
    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.

    No Location Card 9:
    Amin Jalento
    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.

    No Location Card 10:
    Trinia Sabor
    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.


  • Start at Cliff.

    Sajan wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d8 +3
    Acrobatics +2
    CONSTITUTION d6
    Fortitude +2
    INTELLIGENCE d6
    WISDOM d8 +1
    Perception +1
    CHARISMA d6

    Powers
    EXILED PADAPRAJNA
    HAND SIZE 5 [X4] 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 (R[X3] or a local character suffers) suffer Combat ([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 [X4] 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 [X4] 1 ☐ 2
    ITEM 3 [X2] 4 ☐ 5
    ALLY 3 ☐ 4 ☐ 5
    BLESSING 7 [X1] 8 [X3] 9 ☐ 10

    Hand: Blackjack's Daggers, Firepelt Cougar, Ruan Mirukova, Blessing of Erastil, Incitation, The Big Sky, The Locksmith
    Displayed: Blackjack's Gear, Cook, Invigorating Temple Sword +2
    Deck: 13 Discard: 0 Buried: 1
    Hero Points: 2 Shirt Reroll Available (CCT-4C): Yes
    Notes: Role: Blackjack
    Respect Points: 5 (4A: 2, 4B: 1, 4C: 2)
    Blessing of Erastil:
    Blessing of Erastil
    Blessing 1

    Traits
    Divine
    Erastil

    Checks
    Dexterity
    4
    or
    Divine
    5

    Powers
    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.

    The Locksmith:
    The Locksmith
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Checks
    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.


    Cogsnap's Deck Manager

    Potion of Heroism swapped in for Burglar's Bracers.
    Taking loot card Returning Totem Spear in place of Heavy Crossbow.
    Start at Glade

    Cogsnap the Unbleached wrote:

    Hand: Galvanic Chakram +1, Tangleburn Bag, Potion of Restoration, Bottled Lightning, Crystalline Carnivore, Blessing of the Elements 2, Returning Totem Spear (loot), The Forge (Harrow),

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Current Location: Glade
    Hero Points (Available): 1
    NOTES:
    Available Support: Feel free to use the following support if needed:
    Local - Reload Totem Spear for 1d8 to a combat check, Galvanic Chakram discards to ignore a non-villain monster's BA power, Bottled Lightning ignores BA powers for a non-story bane monster, Use Crystalline Carnivore to add a die to a combat check or ignore a non-villain's BYA or AYA power
    Distant -
    L&D - Blessings available
    Other: Dice Re-Roll Used for 4D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Stone Skin, Tinker, Flensing Jelly, Liquid Persuasion, Blackfingers, The Snakebite, Elixir of Focus, Acid Flask, Ambrosia, Blessing of the Elements 1, Potion of Heroism, Armored Coat
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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. [X] 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.


    Deck Handler for CotCT Radovan

    Radovan starts at the Cinderlands

    "

    Radovan wrote:

    Hand: Belt of Physical Might (Core), The Demon's Lantern, Appleslayer, Shadowless Sword, The Vision, Alaeron, The Uprising (harrow),

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Cinderlands
    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 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):

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Belt of Physical Prowess, Red Leathers, Humanbane Rapier, Blackjack's Rapier, Zae, The Locksmith, Snick, The Winged Serpent, The Joke, Bloodroot Poison (Core), Grogul, Shock Kukri, Rodrick
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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)

    "


    Lvl 3 Gunslinger. Deck Handler

    Start at Cinderlands. Draw starting hand plus The Bear.

    Angban wrote:

    Hand: Dragon Pistol +1, Poisoned Bullets, Blessing of Alkenstar, Cannon Master, Dragonbreath Shot, Shock Musket +1, The Bear,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Cinderlands
    Hero Points: 4
    Shirt Reroll: available
    Respect points: 4

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Hide Armor, The Lucky Drunk, Hand Cannon, Adamantine Bullets, Blessing of Achaekek, Voidglass Armor, Craftsman, Ghostbane Shotgun +2, Pepperbox, Gorum's Iron, Toxic Blunderbuss +1, Powder Horn, Benevolent Buckler
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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 ☑ 6
    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.


    Lvl 3 Gunslinger. Deck Handler

    Start turn. Hour is The Theater. Examine top of Cinderlands. Incitation. Choose to encounter it. Discard Alkenstar to bless with a d6.
    Arcane 4: 1d4 + 1d6 ⇒ (4) + (4) = 8 Acquired, and Alkenstar recharges.

    Still start of turn, display Incitation at Shrine, and suffer Honor-Tested. Move to The Mountain. Display Dragonbreath shot and Poisoned Bullets. Explore, first examining 2: Trapped Chest and Thundering Earthbreaker. Encounter the Barrier, shuffling the hammer in. Ask for Sajan's The Locksmith to double bless the disable check. Discard (freely) The Bear to use my str die instead.
    Disable/Str 7 + # = 11: 3d8 ⇒ (8, 4, 3) = 15 Defeated!

    Summon a Weapon from defeating the Chest: Frost Longbow.
    Ranged 13: 1d8 + 6 ⇒ (5) + 6 = 11 Failed

    Recharge Cannon Master to examine top card: 1d9 + 1 ⇒ (7) + 1 = 8: Garden Guardian. Bury Cannon Master to encounter it. Honor-tested discards my shock musket and adds 3 to checks against it.
    BYA Fort 7: 1d10 + 3 + 3 ⇒ (6) + 3 + 3 = 12 Not poisoned
    For combat, Cannon Master adds 2d6. Reveal and bury Dragon Pistol +1. Bury Dragonbreath shot for another 2d6. Ask for a blessing of the Elements from Cogsnap which recharges due to fire trait.
    Combat 15: 2d8 + 6 + 1d6 + 1 + 2d6 + 2d6 + 2d6 + 3 ⇒ (6, 5) + 6 + (6) + 1 + (3, 3) + (4, 4) + (2, 4) + 3 = 47 Defeated! and Respect Point earned!

    End turn. Totem card banished from Shrine and Dunes. Recharge Dragon Pistol +1 from buried pile. Reset hand, drawing 6.

    Angban wrote:

    Hand: Gorum's Iron, Toxic Blunderbuss +1, Hand Cannon, Craftsman, Blessing of Achaekek, Hide Armor,

    Displayed: Poisoned Bullets,
    Deck: 8 Discard: 2 Buried: 3
    Current Location: The Mountain
    Hero Points: 4
    Shirt Reroll: available
    Respect points: 5 // Angban 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: Hand Cannon adds 2d6 on distant combat. Achaekek double blesses vs story banes.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Voidglass Armor, Adamantine Bullets, Powder Horn, Benevolent Buckler, Ghostbane Shotgun +2, The Lucky Drunk, Pepperbox
    Recharged: Blessing of Alkenstar,
    Discard Pile: The Bear, Shock Musket +1,
    Buried Pile: Cannon Master, Dragon Pistol +1, Dragonbreath Shot,

    Skills and Powers:
    SKILLS
    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 ☑ 6
    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.


    Deck Handler Desired Upgrades:

    Trading out Quarterstaff for loot Soothing Word. Trading out Gem of Mental Acuity (Core) for loot Infernal Healing. Trading out Cat (Core) for loot Lyrune-quah Truthspeaker. Starting location Dunes.

    Ezren wrote:

    Hand: Death's Touch (Core), Good Omen (Core), Giant Form, Ring of Protection (Core), Lyrune-quah Truthspeaker, Lightning Bolt (Core), Leech, The Keep,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    "Current Location: Dunes
    Hero Points: 5
    Respect Points 5"
    "NOTES:
    Available Support: Folio reroll:
    Blessings are available for use. (Keeping Disintegrate, My only attack spell.)

    Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.

    Lyrune-quah Truthspeaker: On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.

    The Keep: On any check, discard to bless. On any check against a barrier or to close, discard to bless twice.

    Giant Form: 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.
    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Locate Object (Core), Frost Ray (Core), Enhance, Nightspear, Chain Lightning (Core), Spellbook (Core), Fate-reader Lenses, Mist Horn (Core), Soothing Word, Fly (Core), Infernal Healing, Disable Mechanism (Core), Bound Imp (Core)
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    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.
    [x] When you defeat a card using a non-combat check, you may draw a card.

    Discard random blessing #5 The Mute Hag.

    Dune totem card not banished at the end of Angban's turn.

    The Inquisitor: You may not use powers to reroll dice.

    Start of turn. Examine the top card of my deck: Fly (Core). Draw it. Add Ring of Protection (Core) to Shrine Totem Pile. Gain Honer Tested.

    Move to Mountain.

    random from the top: 1d8 ⇒ 4

    Mountain Card 5: Burning Tar:

    Barrier 0

    Traits
    Obstacle
    Fire
    Veteran

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

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

    BYA Ezren and Angban take 1 fire damage. Discard Lightning Bolt (Core).

    craft 7 +4 discarding The Keep: 3d12 + 5 ⇒ (2, 12, 11) + 5 = 30

    Defeated a card using a non combat check. Draw a card: Locate Object (Core). Cast Locate Object.

    random card from the top: 1d7 ⇒ 4 card 6 Emperor Cobra

    random from the top: 1d6 ⇒ 2 card 3 Pack Landshark

    Trigger. Encounter Landshark.

    Mountain Card 3: Pack Landshark:

    Story Bane Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, move to this monster’s location and encounter it.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Angban discards Blessing of Achaekek. Honer tested: Discard Giant Form.

    combat 21 casting Death's Touch (Core), aided by Blessing of Achaekek, aided by Honer-Tested: 3d12 + 3d6 + 12 ⇒ (9, 2, 2) + (1, 4, 5) + 12 = 35

    Bury the top card of my deck to close: Enhance. Ezren moves to Dunes. Angban moves to Shrine.

    Leech myself: 1d4 - 1 ⇒ (2) - 1 = 1

    Ezren ends their turn.

    Ezren attempts to recover all cards in their Recovery pile.
    Locate Object (Core): Arcane 8: 1d12 + 6 ⇒ (7) + 6 = 13 -> Locate Object (Core) recharged.
    Death's Touch (Core): Arcane 13: 1d12 + 6 ⇒ (12) + 6 = 18 -> Death's Touch (Core) recharged.

    Ezren resets their hand.

    Ezren wrote:

    Hand: Good Omen (Core), Fly (Core), Lyrune-quah Truthspeaker, Nightspear, Infernal Healing, The Mute Hag, Mist Horn (Core),

    Displayed:
    Deck: 10 Discard: 3 Buried: 1
    "Current Location: Dunes
    Hero Points: 5
    Respect 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. (Keeping Disintegrate, My only attack spell.)

    Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.

    Lyrune-quah Truthspeaker: On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.

    Mist Horn (Core): Display next to a location. While displayed: When a character at this location suffers damage, reduce it by 2.
    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Chain Lightning (Core), Disable Mechanism (Core), Frost Ray (Core), Leech, Soothing Word, Bound Imp (Core), Spellbook (Core), Fate-reader Lenses
    Recharged: Locate Object (Core), Death's Touch (Core),
    Discard Pile: Lightning Bolt (Core), The Keep, Giant Form,
    Buried Pile: Enhance,
    "
    Skills and Powers:
    SKILLS
    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.
    [x] When you defeat a card using a non-combat check, you may draw a card.

    Mountain is closed.

    Acquired random blessing #5 The Mute Hag.

    Ring of Protection was placed in Shrine Totem Pile.

    Angban took 1 fire damage, Discarded Blessing of Achaekek, moved to Shrine on Mountain close.


    Off-turn: Discard The Locksmith for Angban.

    Hour: At the start of your check, the difficulty is increased by the number of allies in your hand.

    Kit: Draw Blackjack's Gear for Firepelt Cougar.

    Add Incitation to the Cliff totem and become Honor-Tested.

    Explore: The Demon’s Lantern
    +1 DC for 1 ally. Recharge Ruan Mirukova for +d4
    Dex 4+#+1=9: 1d8 + 3 + 1d4 ⇒ (7) + 3 + (4) = 14 Acquired.
    Ruan heals: The Locksmith

    Discard The Demon’s Lantern to explore: Rajambari
    Discard The Big Sky for Honor Tested.
    BA damage ignored.
    Reload Blackjack's Daggers for char power, recharge Blackjack's Gear for +d8. Recharge Blessing of Erastil for +2d8. +3 for Honor Tested.
    Combat 17: 1d8 + 5 + 1d10 + 4 + 1d8 + 2d8 + 3 ⇒ (2) + 5 + (9) + 4 + (6) + (8, 3) + 3 = 40 - 2 = 38. Defeated, respect point.

    Draw up to 6.

    Sajan wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d8 +3
    Acrobatics +2
    CONSTITUTION d6
    Fortitude +2
    INTELLIGENCE d6
    WISDOM d8 +1
    Perception +1
    CHARISMA d6

    Powers
    EXILED PADAPRAJNA
    HAND SIZE 5 [X4] 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 (R[X3] or a local character suffers) suffer Combat ([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 [X4] 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 [X4] 1 ☐ 2
    ITEM 3 [X2] 4 ☐ 5
    ALLY 3 ☐ 4 ☐ 5
    BLESSING 7 [X1] 8 [X3] 9 ☐ 10

    Hand: Blackjack's Daggers, Shining Wayfinder, Wayfinder, Ruan Mirukova, Prayer, The Locksmith
    Displayed: Cook, Firepelt Cougar, Honor-Tested, Invigorating Temple Sword +2
    Deck: 12 Discard: 2 Buried: 2
    Hero Points: 2 Shirt Reroll Available (CCT-4C): Yes
    Notes: Role: Blackjack
    Respect Points: 5 (4A: 2, 4B: 1, 4C: 2, 4D: 1)
    Shining Wayfinder:
    Shining Wayfinder
    Item P

    Traits
    Object
    Magic

    Checks
    None

    Powers
    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.

    Prayer:
    Prayer
    Blessing 0

    Traits
    Divine

    Checks
    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.

    The Locksmith:
    The Locksmith
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Checks
    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.


    During This Adventure: Adventure 4: Adventure 4—A History of Ashes

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
  • When you gain a respect point, record it on your Chronicle sheet.
    Story Banes || Acquired Loot || Supporters || Scourges

    During This Scenario: Curse 4D: Trial of the Totem
    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose a new barrier.
  • Villain: None
  • Closing Henchmen: Pack Landsharks-Proxy B

    SETUP:

  • After preparing the story banes, add a blessing to a faceup totem pile next to each location.

    DURING THIS SCENARIO:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • When you succeed at a check to defeate by 20 or more, gain 1 respect point.
  • At the start of your turn, you may add a boon from your hand to any totem pile and suffer the scourge Honor-Tested.
  • When a bane from a location is undefeated, banish a boon from that location's totem pile.
  • When you close your location, draw all boons in its totem pile.
  • At the end of your turn, banish a boon from each unoccupied location's totem pile; if you cannot, you lose.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Red Mantis Initiate
    Monster 2

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    10+##
    OR
    Wisdom
    5+#

    Powers
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

    Monster 2
    Spoiler:
    Evoker
    Monster 1

    Traits
    Halfling
    Wizard
    Veteran

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

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

    Monster 3
    Spoiler:
    Emperor Cobra
    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 4
    Spoiler:
    Metal Cobra
    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 5
    Spoiler:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Thunderstorm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None
    0

    Powers
    Display this barrier at your location.
    While displayed:
    • When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.

    Barrier 2
    Spoiler:
    Stinging Wasps
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Dexterity
    Acrobatics
    Perception
    11
    OR
    Disable
    9

    Powers
    If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

    Barrier 3
    Spoiler:
    Dispelling Mist
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Dexterity
    Disable
    12
    OR
    Arcane
    Divine
    15

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

    Barrier 4
    Spoiler:
    Poison Gas
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Craft
    Disable
    6+#

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

    Barrier 5
    Spoiler:
    Invisible Wall
    Barrier 2

    Traits
    Lock
    Magic
    Trigger

    Check
    Arcane
    Divine
    Perception
    9

    Powers
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.

    Random Weapons:
    Weapon 1
    Spoiler:
    Thundering Earthbreaker
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    2-handed
    Respect
    Magic

    Check
    Strength
    Melee
    15

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

    Weapon 2
    Spoiler:
    Dragonbane Greatsword
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
    If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 3
    Spoiler:
    Flaming Mace
    Weapon 2

    Traits
    Mace
    Melee
    Bludgeoning
    Fire
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

    Weapon 4
    Spoiler:
    Cleaving Battleaxe
    Weapon 2

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.

    Weapon 5
    Spoiler:
    Vindicator
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Random Spells:
    Spell 1
    Spoiler:
    Fly
    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 2
    Spoiler:
    Aid
    Spell 0

    Traits
    Magic
    Divine
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spell 3
    Spoiler:
    Volcanic Storm
    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 4
    Spoiler:
    Dragon’s Breath
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    11

    Powers
    For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.

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

    Spell 5
    Spoiler:
    Acid Rain
    Spell 4

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    11

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

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

    Random Armors:
    Armor 1
    Spoiler:
    Shield Of Resistance
    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 2
    Spoiler:
    Sable Company Hide
    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
    Spoiler:
    Voidglass Armor
    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 4
    Spoiler:
    Bearskin Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 5
    Spoiler:
    Magic Mithral Chain Mail
    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.

    Random Items:
    Item 1
    Spoiler:
    White War Paint
    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
    Spoiler:
    Elixir Of Focus
    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 3
    Spoiler:
    Tangleburn Bag
    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 4
    Spoiler:
    Twitch Tonic
    Item 2

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    10

    Powers
    Discard to explore.
    Banish to heal a local character 1d4+1 allies.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.

    Item 5
    Spoiler:
    Iron Shackles
    Item 2

    Traits
    Object
    Magic

    Check
    Dexterity
    Disable
    9

    Powers
    When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
    When a local character would move, recharge; that character does not move.

    Random Allies:
    Ally 1
    Spoiler:
    Cerulean Mastermind
    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
    Spoiler:
    Nightspear
    Ally 4

    Traits
    Outsider
    Agathion
    Healing

    Check
    Wisdom
    Survival
    11
    OR
    Divine
    9

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

    Ally 3
    Spoiler:
    Hellknight Of The Nail
    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
    Spoiler:
    Acadamae Scholar
    Ally 3

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    10
    OR
    Charisma
    Diplomacy
    14

    Powers
    At the start of your turn, reveal to heal the ally Acadamae Student.
    On your Arcane check or your check against an Outsider card, reveal to add 1.
    Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.

    Ally 5
    Spoiler:
    Tayce Soldado
    Ally 2

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    9
    OR
    Bury A Healing Card
    0

    Powers
    If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a check, suffer the scourge Drained.

    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.

    Blessing 2
    Spoiler:
    Zon-kuthon’s Pain
    Blessing 2

    Traits
    Deity: Zon-kuthon
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

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

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

    Blessing 3
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessing 4
    Spoiler:
    Asmodeus’s Tyranny
    Blessing 2

    Traits
    Deity: Asmodeus
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    5+#

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

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

    Blessing 5
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Turn: 4 Cogsnap/Wilderredbeard

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

    Top Blessing:
    Lamashtu’s Madness
    Blessing 2

    Traits
    Deity: Lamashtu
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    5+#

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

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


    Blessings Remaining: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 5 Radovan)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 2 (Turn 6 Angban)
    Spoiler:
    Achaekek’s Claws
    Blessing 4

    Traits
    Deity: Achaekek
    Divine

    Check
    Intelligence
    Craft
    8

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

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

    Blessings Deck Card 3 (Turn 7 Ezren)
    Spoiler:
    The Fiend
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer a scourge on your turn, each local character suffers it.

    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.

    Blessings Deck Card 4 (Turn 8 Sajan)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 5 (Turn 9 Cogsnap)
    Spoiler:
    Grandmother Nightmare
    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.

    Blessings Deck Card 6 (Turn 10 Radovan)
    Spoiler:
    Lady Luck
    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.

    Blessings Deck Card 7 (Turn 11 Angban)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 8 (Turn 12 Ezren)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 9 (Turn 13 Sajan)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

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

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

    Blessings Deck Card 10 (Turn 14 Cogsnap)
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 11 (Turn 15 Radovan)
    Spoiler:
    The Eclipse
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 12 (Turn 16 Angban)
    Spoiler:
    The Juggler
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

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

    On another character’s check, freely discard to reroll a die.
    Discard to explore.

    Blessings Deck Card 13 (Turn 17 Ezren)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Charisma check, you may use your Intelligence die instead of the normal die.

    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.

    Blessings Deck Card 14 (Turn 18 Sajan)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 15 (Turn 19 Cogsnap)
    Spoiler:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 16 (Turn 20 Radovan)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

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

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

    Blessings Deck Card 17 (Turn 21 Angban)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 18 (Turn 22 Ezren)
    Spoiler:
    The Lady Of Mysteries
    Blessing 3

    Traits
    Deity: Pharasma
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.

    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.

    Blessings Deck Card 19 (Turn 23 Sajan)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Blessings Deck Card 20 (Turn 24 Cogsnap)
    Spoiler:
    The Lucky Drunk
    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.

    Blessings Deck Card 21 (Turn 25 Radovan)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 22 (Turn 26 Angban)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Blessings Deck Card 23 (Turn 27 Ezren)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 24 (Turn 28 Sajan)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Outsider card, add 1d4.

    On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Blessings Deck Card 25 (Turn 29 Cogsnap)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 26 (Turn 30 Radovan)
    Spoiler:
    Lady Of Valor
    Blessing 3

    Traits
    Deity: Iomedae
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

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

    Cliff Card 1:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

    Cliff Card 2:
    Diseased Rats
    Monster 2

    Traits
    Animal
    Swarm
    Disease

    Check
    Combat
    13
    OR
    Stealth
    Survival
    9

    Powers
    Vulnerable to Attack.
    If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.

    Cliff Card 3:
    Pack Landshark
    Story Bane Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, move to this monster’s location and encounter it.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Cliff Card 4:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

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

    Cliff Card 5:
    Venomous Dagger
    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.

    Cliff Card 6:
    Emperor Scorpion
    Monster 4

    Traits
    Trigger
    Vermin
    Veteran

    Check
    Combat
    20

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

    Cliff Card 7:
    Glamered Leather Armor
    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.

    Cliff Card 8:
    Ash Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    22

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

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

    Cinderlands
    Traits: Sacred, Wild
    At This Location: On your check against a monster or a Respect card, if the result is less than your party’s respect points, you may discard a card to reroll.
    When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
    When Permanently Closed: Examine the top card of any location.
    M:3 Ba:2 W:1 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1
    Located here: Radovan,
    Notes: Totem: Torag’s Power

    Cinderlands Card 1:
    Fortune-teller
    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.

    Cinderlands Card 2:
    Landshark Whelp
    Ally 4

    Traits
    Aberration

    Check
    Wisdom
    Survival
    9

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

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

    Cinderlands Card 3:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

    Powers
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.

    Cinderlands Card 4:
    Wyrmsmite
    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.

    Cinderlands Card 5:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Cinderlands Card 6:
    Harpy
    Monster 2

    Traits
    Harpy

    Check
    Combat
    10

    Powers
    Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.

    Cinderlands Card 7:
    Manticore
    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.

    Cinderlands Card 8:
    Pack Landshark
    Story Bane Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, move to this monster’s location and encounter it.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Cinderlands Card 9:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

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

    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
    Located here: Ezren
    Notes: Totem: The Avalanche

    Dunes Card 1:
    Ring Of Protection
    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.

    Dunes Card 2:
    Giant Anaconda
    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.

    Dunes Card 3:
    Verminbane Warhammer
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    14

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

    Dunes Card 4:
    Brain Mold
    Barrier 4

    Traits
    Obstacle
    Plant

    Check
    Intelligence
    Knowledge
    10
    OR
    Wisdom
    Survival
    7

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

    Dunes Card 5:
    Pack Landshark
    Story Bane Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, move to this monster’s location and encounter it.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Dunes Card 6:
    Unearthly Aim
    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.

    Dunes Card 7:
    Wall Of Light
    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.

    Dunes Card 8:
    Hungry Smoke
    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.

    Dunes Card 9:
    Mercenary
    Monster 1

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    8+#

    Powers
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.

    Dunes Card 10:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Glade
    Traits: Sacred, Wild
    At This Location: When you encounter a non–story bane, you may summon and encounter the danger. If you defeat it, banish the encountered bane; otherwise, evade it.
    When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
    When Permanently Closed: You may heal up to 2 cards.
    M:3 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:1
    Located here: Cogsnap
    Notes: Totem: Cayden Cailean’s Revelry

    Glade Card 1:
    Pack Landshark
    Story Bane Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, move to this monster’s location and encounter it.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Glade Card 2:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    15

    Powers
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    Glade Card 3:
    Spectre
    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.

    Glade Card 4:
    Keen Starknife
    Weapon 2

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    12

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Glade Card 5:
    Jasan Adriel
    Ally 4

    Traits
    Human
    Spy

    Check
    Charisma
    Diplomacy
    11
    OR
    Knowledge
    10

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

    Glade Card 6:
    Flensing Jelly
    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.

    Glade Card 7:
    Skeleton
    Monster 0

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat
    10+##

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

    Glade Card 8:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

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

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

    Glade Card 9:
    Wall Of Lightning
    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.

    Glade Card 10:
    Vampiric Touch
    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.

    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 ?:1
    Located here: Angban,
    Notes: Totem: Pharasma’s Knowing, Ring of Protection

    Shrine Card 1:
    The All-seeing Eye
    Blessing 3

    Traits
    Deity: Nethys
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

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

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

    Shrine Card 2:
    Pack Landshark
    Story Bane Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, move to this monster’s location and encounter it.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Shrine Card 3:
    Catoblepas
    Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    20

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

    Shrine Card 4:
    Assassination Squad
    Barrier 3

    Traits
    Trigger
    Skirmish
    Red Mantis

    Check
    None
    0

    Powers
    When examined, you may move to this location and encounter this barrier.
    When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.

    Shrine Card 5:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

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

    Shrine Card 6:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Shrine Card 7:
    Sick Child
    Barrier 2

    Traits
    Task

    Check
    Constitution
    Fortitude
    10
    OR
    Charisma
    Diplomacy
    12

    Powers
    On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
    If undefeated, summon and encounter the story bane Blood Veil.

    Shrine Card 8:
    Hippogriff Rider
    Monster 4

    Traits
    Trigger
    Human
    Ranger
    And
    Animal

    Check
    Combat
    18
    THEN
    Combat
    17
    OR
    Survival
    11

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

    Shrine Card 9:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Shrine Card 10:
    Chain Lightning
    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.

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

    Base Card 1:
    Laori Vaus
    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.

    Base Card 2:
    Thousand Bones
    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.

    Base Card 3:
    Truthspeaker Akram
    Supporter 4

    Traits
    Human
    Skald
    Respect

    Check

    Powers
    Display. While displayed:
    • You may bury to examine all cards in a location, then shuffle the location.
    • □ On any non-combat check or any check on which you played a Respect card, you may bury to reroll.

    Base Card 4:
    Cressida Kroft
    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.

    Base Card 5:
    Keppira D’bear
    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.

    Base Card 6:
    Vencarlo Orisini
    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.

    Base Card 7:
    Ishani Dhatri
    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.

    Base Card 8:
    Neolandus Kalepopolis
    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.

    Base Card 9:
    Amin Jalento
    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.

    Base Card 10:
    Trinia Sabor
    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.


  • Deck Handler Desired Upgrades:

    Forgot to draw Incitation on Mountain close. Replaces Mist Horn in my hand.


    Cogsnap's Deck Manager

    Off turn actions:
    Recharge BotElements for Angban's check.

    The hour of Lamashtu's Madness
    When this is the hour: On your check against a monster, add 1.
    Add Galvanic Chakram +1 to Glade totem pile and suffer the scourge Honor-Tested.
    Damage suffered from monsters is increased by 1.
    Remain at Glade.

    Send Potion of Restoration to recovery to draw 2 cards: Liquid Persuasion & BotElements.
    Explore:

    Pack Landshark:
    Story Bane Monster 4
    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, move to this monster’s location and encounter it.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Discard Returning Totem Spear for Honor-Tested and add 3 to check. Hour adds 1. Send Tangleburn Bag to recovery in place of Bottled Lightning. Send Crystalline Carnivore to recovery to add a die.
    Combat 21: 2d10 + 5 + 4 + 3d8 ⇒ (2, 3) + 5 + 4 + (1, 2, 5) = 22 defeated
    Recharge BotElements to draw 2 Liquid/Alchemical Items from the box and keep 1: White War Paint (I2) & Elixir of Focus (I2) - keep Elixir of Focus.
    Recharge Elixir of Focus, Liquid Persuasion & The Forge for WC power.
    Glade closed. Heal Returning Totem from discards. Draw Galvanic Chakram and Cayden Cailean's Revelry from totem pile.
    Move to Cliff

    End turn. Attempt recovery:
    Potion of Restoration: Craft 9: 1d10 + 5 ⇒ (5) + 5 = 10 -> Potion of Restoration recharged.
    Tangleburn Bag: Craft 12: 1d10 + 5 ⇒ (9) + 5 = 14 -> Tangleburn Bag recharged.
    Crystalline Carnivore: Craft 11: 1d10 + 5 ⇒ (7) + 5 = 12 -> Crystalline Carnivore recharged.
    Reset hand.

    An excerpt from the clockwork recording device of Cognsap the Unbleached:
    ambient sound of clinking bottles
    "I've got a lot riding on defending this totem and the lot of you aren't interfereing with that! Here, you'll get a charge out of this!"

    Cogsnap the Unbleached wrote:

    Hand: Galvanic Chakram +1, Stone Skin, Bottled Lightning, Tinker, Blessing of the Elements 2, Blessing of the Elements 1, Cayden Cailean's Revelry (acq),

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Current Location: Cliff
    Hero Points (Available): 1 // Cogsnap the Unbleached 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 the following support if needed:
    Local - Galvanic Chakram , Bottled Lightning, Tinker
    Distant -
    L&D - Blessings, Stone Skin
    Other: Dice Re-Roll Used for 4D?: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Elixir of Focus (acq), The Snakebite, Returning Totem Spear (loot), Liquid Persuasion, Acid Flask, Blackfingers, Flensing Jelly, Elixir of Focus, The Forge (Harrow), Armored Coat, Ambrosia, Potion of Heroism
    Recharged: Potion of Restoration, Tangleburn Bag, Crystalline Carnivore,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    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. [X] 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.


    During This Adventure: Adventure 4: Adventure 4—A History of Ashes

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
  • When you gain a respect point, record it on your Chronicle sheet.
    Story Banes || Acquired Loot || Supporters || Scourges

    During This Scenario: Curse 4D: Trial of the Totem
    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose a new barrier.
  • Villain: None
  • Closing Henchmen: Pack Landsharks-Proxy B

    SETUP:

  • After preparing the story banes, add a blessing to a faceup totem pile next to each location.

    DURING THIS SCENARIO:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • When you succeed at a check to defeate by 20 or more, gain 1 respect point.
  • At the start of your turn, you may add a boon from your hand to any totem pile and suffer the scourge Honor-Tested.
  • When a bane from a location is undefeated, banish a boon from that location's totem pile.
  • When you close your location, draw all boons in its totem pile.
  • At the end of your turn, banish a boon from each unoccupied location's totem pile; if you cannot, you lose.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

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

    Monster 2
    Spoiler:
    Bloodbug Swarm
    Monster 4

    Traits
    Animal
    Swarm

    Check
    Combat
    10
    THEN
    Combat
    11
    THEN
    Combat
    12

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

    Monster 3
    Spoiler:
    Metal Cobra
    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 4
    Spoiler:
    Guardian Zombie
    Monster 2

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Cold, Electricity, Mental and Poison.
    If undefeated, suffer the scourge Plagued.

    Monster 5
    Spoiler:
    Garden Guardian
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Stinging Wasps
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Dexterity
    Acrobatics
    Perception
    11
    OR
    Disable
    9

    Powers
    If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

    Barrier 2
    Spoiler:
    Snake Oil Seller
    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 3
    Spoiler:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

    Powers
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

    Barrier 4
    Spoiler:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Barrier 5
    Spoiler:
    Treacherous Tunnels
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Humanbane Rapier
    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
    Spoiler:
    Shock Kukri
    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.

    Weapon 3
    Spoiler:
    Vindicator
    Weapon 4

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Weapon 4
    Spoiler:
    Acidic Bolas
    Weapon 3

    Traits
    Chain
    Ranged
    Bludgeoning
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.

    Weapon 5
    Spoiler:
    Limning Starknife
    Weapon 4

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Respect
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    13

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

    Random Spells:
    Spell 1
    Spoiler:
    Restorative Touch
    Spell 3

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Spell 2
    Spoiler:
    Full Pouch
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

    Powers
    Display. While displayed:
    • When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    • At the end of your turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Spell 3
    Spoiler:
    Poison Blast
    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
    Spoiler:
    Clairvoyance
    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 5
    Spoiler:
    Giant Form
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    13

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

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

    Random Armors:
    Armor 1
    Spoiler:
    Voidglass Armor
    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
    Spoiler:
    Lion’s Helm
    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
    Spoiler:
    Brute Force Shield
    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 4
    Spoiler:
    Magic Full Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    11

    Powers
    Display. While displayed:
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Armor 5
    Spoiler:
    Bearskin Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Random Items:
    Item 1
    Spoiler:
    Wand Of Restorative Touch
    Item 4

    Traits
    Wand
    Divine
    Magic
    Healing

    Check
    Wisdom
    Divine
    10

    Powers
    Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.

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

    Item 2
    Spoiler:
    Twitch Tonic
    Item 2

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    10

    Powers
    Discard to explore.
    Banish to heal a local character 1d4+1 allies.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.

    Item 3
    Spoiler:
    Dust Of Revealing
    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 4
    Spoiler:
    Banner Of The Ancient Kings
    Item 2

    Traits
    Object
    Magic

    Check
    Charisma
    Diplomacy
    Fortitude
    Melee
    10

    Powers
    Display. While displayed:
    • On all combat checks, add 1. If any character fails a combat check, bury this item.
    • You may bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.

    Item 5
    Spoiler:
    Persona Mask
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Jasan Adriel
    Ally 4

    Traits
    Human
    Spy

    Check
    Charisma
    Diplomacy
    11
    OR
    Knowledge
    10

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

    Ally 2
    Spoiler:
    Eries Yelloweyes
    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 3
    Spoiler:
    Bound Homunculus
    Ally 2

    Traits
    Construct
    Magic

    Check
    Intelligence
    Arcane
    Craft
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

    Ally 4
    Spoiler:
    Wolverine
    Ally 3

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    9

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

    Ally 5
    Spoiler:
    Raccoon
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Urgathoa’s Gluttony
    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 2
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 3
    Spoiler:
    The Real Rabbit Prince
    Blessing P1

    Traits
    Suit:Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    6+#

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

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

    Blessing 4
    Spoiler:
    The Marriage
    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 5
    Spoiler:
    Shelyn’s Song
    Blessing 1

    Traits
    Deity: Shelyn
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Turn: 5 Radovan/Katlyn99

    Top of Blessing Discard Pile: The Brass Dwarf - When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.

    Top Blessing:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.


    Blessings Remaining: 25
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 6 Angban)
    Spoiler:
    Achaekek’s Claws
    Blessing 4

    Traits
    Deity: Achaekek
    Divine

    Check
    Intelligence
    Craft
    8

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

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

    Blessings Deck Card 2 (Turn 7 Ezren)
    Spoiler:
    The Fiend
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer a scourge on your turn, each local character suffers it.

    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.

    Blessings Deck Card 3 (Turn 8 Sajan)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 4 (Turn 9 Cogsnap)
    Spoiler:
    Grandmother Nightmare
    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.

    Blessings Deck Card 5 (Turn 10 Radovan)
    Spoiler:
    Lady Luck
    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.

    Blessings Deck Card 6 (Turn 11 Angban)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 7 (Turn 12 Ezren)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 8 (Turn 13 Sajan)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

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

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

    Blessings Deck Card 9 (Turn 14 Cogsnap)
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 10 (Turn 15 Radovan)
    Spoiler:
    The Eclipse
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 11 (Turn 16 Angban)
    Spoiler:
    The Juggler
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

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

    On another character’s check, freely discard to reroll a die.
    Discard to explore.

    Blessings Deck Card 12 (Turn 17 Ezren)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Charisma check, you may use your Intelligence die instead of the normal die.

    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.

    Blessings Deck Card 13 (Turn 18 Sajan)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 14 (Turn 19 Cogsnap)
    Spoiler:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 15 (Turn 20 Radovan)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

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

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

    Blessings Deck Card 16 (Turn 21 Angban)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 17 (Turn 22 Ezren)
    Spoiler:
    The Lady Of Mysteries
    Blessing 3

    Traits
    Deity: Pharasma
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.

    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.

    Blessings Deck Card 18 (Turn 23 Sajan)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Blessings Deck Card 19 (Turn 24 Cogsnap)
    Spoiler:
    The Lucky Drunk
    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.

    Blessings Deck Card 20 (Turn 25 Radovan)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 21 (Turn 26 Angban)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Blessings Deck Card 22 (Turn 27 Ezren)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 23 (Turn 28 Sajan)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Outsider card, add 1d4.

    On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Blessings Deck Card 24 (Turn 29 Cogsnap)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 25 (Turn 30 Radovan)
    Spoiler:
    Lady Of Valor
    Blessing 3

    Traits
    Deity: Iomedae
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

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

    Cliff Card 1:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

    Cliff Card 2:
    Diseased Rats
    Monster 2

    Traits
    Animal
    Swarm
    Disease

    Check
    Combat
    13
    OR
    Stealth
    Survival
    9

    Powers
    Vulnerable to Attack.
    If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.

    Cliff Card 3:
    Pack Landshark
    Story Bane Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, move to this monster’s location and encounter it.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Cliff Card 4:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

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

    Cliff Card 5:
    Venomous Dagger
    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.

    Cliff Card 6:
    Emperor Scorpion
    Monster 4

    Traits
    Trigger
    Vermin
    Veteran

    Check
    Combat
    20

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

    Cliff Card 7:
    Glamered Leather Armor
    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.

    Cliff Card 8:
    Ash Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    22

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

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

    Cinderlands
    Traits: Sacred, Wild
    At This Location: On your check against a monster or a Respect card, if the result is less than your party’s respect points, you may discard a card to reroll.
    When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
    When Permanently Closed: Examine the top card of any location.
    M:3 Ba:2 W:1 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1
    Located here: Radovan,
    Notes: Totem: Torag’s Power

    Cinderlands Card 1:
    Fortune-teller
    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.

    Cinderlands Card 2:
    Landshark Whelp
    Ally 4

    Traits
    Aberration

    Check
    Wisdom
    Survival
    9

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

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

    Cinderlands Card 3:
    Unseen Sentinel
    Monster 2

    Traits
    Outsider

    Check
    Combat
    11

    Powers
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.

    Cinderlands Card 4:
    Wyrmsmite
    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.

    Cinderlands Card 5:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Cinderlands Card 6:
    Harpy
    Monster 2

    Traits
    Harpy

    Check
    Combat
    10

    Powers
    Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.

    Cinderlands Card 7:
    Manticore
    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.

    Cinderlands Card 8:
    Pack Landshark
    Story Bane Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, move to this monster’s location and encounter it.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Cinderlands Card 9:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

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

    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
    Located here: Ezren
    Notes: Totem: The Avalanche

    Dunes Card 1:
    Ring Of Protection
    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.

    Dunes Card 2:
    Giant Anaconda
    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.

    Dunes Card 3:
    Verminbane Warhammer
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    14

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

    Dunes Card 4:
    Brain Mold
    Barrier 4

    Traits
    Obstacle
    Plant

    Check
    Intelligence
    Knowledge
    10
    OR
    Wisdom
    Survival
    7

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

    Dunes Card 5:
    Pack Landshark
    Story Bane Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, move to this monster’s location and encounter it.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Dunes Card 6:
    Unearthly Aim
    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.

    Dunes Card 7:
    Wall Of Light
    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.

    Dunes Card 8:
    Hungry Smoke
    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.

    Dunes Card 9:
    Mercenary
    Monster 1

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    8+#

    Powers
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.

    Dunes Card 10:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Glade
    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:

    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 ?:1
    Located here: Angban,
    Notes: Totem: Pharasma’s Knowing, Ring of Protection

    Shrine Card 1:
    The All-seeing Eye
    Blessing 3

    Traits
    Deity: Nethys
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

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

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

    Shrine Card 2:
    Pack Landshark
    Story Bane Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, move to this monster’s location and encounter it.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Shrine Card 3:
    Catoblepas
    Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    20

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

    Shrine Card 4:
    Assassination Squad
    Barrier 3

    Traits
    Trigger
    Skirmish
    Red Mantis

    Check
    None
    0

    Powers
    When examined, you may move to this location and encounter this barrier.
    When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.

    Shrine Card 5:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

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

    Shrine Card 6:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Shrine Card 7:
    Sick Child
    Barrier 2

    Traits
    Task

    Check
    Constitution
    Fortitude
    10
    OR
    Charisma
    Diplomacy
    12

    Powers
    On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
    If undefeated, summon and encounter the story bane Blood Veil.

    Shrine Card 8:
    Hippogriff Rider
    Monster 4

    Traits
    Trigger
    Human
    Ranger
    And
    Animal

    Check
    Combat
    18
    THEN
    Combat
    17
    OR
    Survival
    11

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

    Shrine Card 9:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Shrine Card 10:
    Chain Lightning
    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.

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

    Base Card 1:
    Laori Vaus
    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.

    Base Card 2:
    Thousand Bones
    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.

    Base Card 3:
    Truthspeaker Akram
    Supporter 4

    Traits
    Human
    Skald
    Respect

    Check

    Powers
    Display. While displayed:
    • You may bury to examine all cards in a location, then shuffle the location.
    • □ On any non-combat check or any check on which you played a Respect card, you may bury to reroll.

    Base Card 4:
    Cressida Kroft
    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.

    Base Card 5:
    Keppira D’bear
    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.

    Base Card 6:
    Vencarlo Orisini
    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.

    Base Card 7:
    Ishani Dhatri
    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.

    Base Card 8:
    Neolandus Kalepopolis
    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.

    Base Card 9:
    Amin Jalento
    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.

    Base Card 10:
    Trinia Sabor
    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.


  • Deck Handler for CotCT Radovan

    Hourglass Discard: The Brass Dwarf
    WHEN THIS IS THE HOUR: The first time you discard cards as damage this turn, recharge 1 of them instead.

    Start of Turn: Add The demons Lantern to totem pile at cinderlands and suffer scourge honor-tested.

    Explore: Fortune-teller
    Auto fail. Fortune-teller banished.

    Discard The Vision to examine top card of Cinderlands and Shrine
    Cinderlands: Landshark Whelp (Ally 4)
    Shrine: The All-seeing Eye

    Well I was planning on continuing to go but I cant acquire that Ally 4 so I'm stopping here.

    "

    Radovan wrote:

    Hand: Belt of Physical Might (Core), Bloodroot Poison (Core), Appleslayer, Shadowless Sword, Rodrick, Alaeron, The Uprising (harrow),

    Displayed:
    Deck: 11 Discard: 1 Buried: 0
    Current Location: Cinderlands
    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 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):

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Snick, The Winged Serpent, Grogul, The Joke, The Locksmith, Shock Kukri, Belt of Physical Prowess, Zae, Red Leathers, Blackjack's Rapier, Humanbane Rapier
    Recharged:
    Discard Pile: The Vision,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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)

    "


    Lvl 3 Gunslinger. Deck Handler

    Off turn, discard Achaekek for Ezren's check then take 1 fire damage, discarding Hide Armor. Move to Shrine.

    Start turn. Hour is Achaekek’s Claws: Before acting against a story bane monster, draw 1 card then discard 1 card. Add Craftsman to totem pile at Dunes.

    Explore, first examining 2: The All-seeing Eye and Pack Landshark. Trigger makes me encounter it. Honor tested discards my top card: Voidglass Armor. Hour lets me draw 1: Pepperbox. Then discard 1, also pepperbox.

    For combat, reveal and bury toxic blunderbuss. Honor tested adds 3. Recharge Gorum's Iron to bless.
    Combat 21: 2d8 + 6 + 1d10 + 1 + 3d6 + 3 ⇒ (3, 7) + 6 + (2) + 1 + (3, 5, 3) + 3 = 33 Defeated!

    Attempt to close. Ask for Ezren's Good Omen and one of Cogsnap's blessings
    Divine 5 + # = 9: 1d4 + 2 + 1d6 + 4 + 1d4 ⇒ (2) + 2 + (4) + 4 + (4) = 16 Success!

    Shrine closed! Upon closing, draw a new blessing: Urgathoa’s Gluttony. Also draw the totem cards: Pharasma’s Knowing and Ring of Protection. Move to Cinderlands.

    While I haven't used my free explore yet, a location was closed during my explore step, so I'm unable to explore further. End turn. Recharge Toxic blunderbuss from buried pile. Reset hand, drawing 2.

    Angban wrote:

    Hand: Hand Cannon, Urgathoa's Gluttony, Pharasma's Knowing, Ring of Protection, Benevolent Buckler, Adamantine Bullets,

    Displayed: Poisoned Bullets,
    Deck: 6 Discard: 6 Buried: 3
    Current Location: Cinderlands
    Hero Points: 4
    Shirt Reroll: available
    Respect points: 5 // Angban 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: Hand Cannon adds 2d6 on distant combat. Urgathoa's Gluttony blesses twice vs undead.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Powder Horn, Ghostbane Shotgun +2, The Lucky Drunk
    Recharged: Blessing of Alkenstar, Gorum's Iron, Toxic Blunderbuss +1,
    Discard Pile: The Bear, Shock Musket +1, Blessing of Achaekek, Hide Armor, Voidglass Armor, Pepperbox,
    Buried Pile: Cannon Master, Dragon Pistol +1, Dragonbreath Shot,

    Skills and Powers:
    SKILLS
    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 ☑ 6
    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.


    Deck Handler Desired Upgrades:

    Ezren attempts to recover all cards in their Recovery pile.
    Good Omen (Core): Arcane 8: 1d12 + 6 ⇒ (8) + 6 = 14 -> Good Omen (Core) recharged.

    The Fiend: When you suffer a scourge on your turn, each local character suffers it. Start of turn examine the top card of my deck: Leech.

    Cast Fly to examine Dunes card 1: Ring Of Protection, and Cliff card 1: The Foreign Trader. Move to Base.

    Draw 1. Laori Vaus, 2. Thousand Bones, 3. Truthspeaker Akram, 4. Cressida Kroft. Keep and display Cressida Kroft. Draw a card: Leech. Bury Cressida Kroft to acquire an attack spell: Random spell #3 Poison Blast.

    leech self: 1d4 - 1 ⇒ (1) - 1 = 0

    Discard The Mute Hag to examine Cinderlands card 2. Landshark Whelp then explore. Draw 1. Laori Vaus, 2. Thousand Bones, 3. Truthspeaker Akram, 5. Keppira D’bear. Keep and display Keppira D’bear. Draw a card: Spellbook (Core).

    Discard Incitation to explore. Draw 1. Laori Vaus, 2. Thousand Bones, 3. Truthspeaker Akram, 6. Vencarlo Orisini. Keep and display Thousand Bones. Draw a card: Mist Horn (Core).

    Recharge Infernal Healing to examine the top card of Base then recharge Mist Horn (Core) to explore. Draw 1. Laori Vaus, 3. Truthspeaker Akram, 6. Vencarlo Orisini, 7. Ishani Dhatri. Keep and display Ishani Dhatri. Draw a card: Chain Lightning (Core). Bury Ishani Dhatri to draw random blessing #2 Sands Of The Hour.

    Discard Sands Of The Hour to examine the top card of Base and explore. Draw 1. Laori Vaus, 3. Truthspeaker Akram, 6. Vencarlo Orisini, 8. Neolandus Kalepopolis. Keep and display Neolandus Kalepopolis. Draw a card: Frost Ray (Core). Bury Neolandus Kalepopolis to draw random ally #1 Jasan Adriel.

    Discard Jasan Adriel to examine the top card of Base then explore. Draw 1. Laori Vaus, 3. Truthspeaker Akram, 6. Vencarlo Orisini, 9. Amin Jalento. Keep and display Amin Jalento. Draw a card: Bound Imp (Core). Bury Amin Jalento to draw random items #1 and #2, Keep #1 Wand Of Restorative Touch.

    Send Bound Imp (Core) to recovery to draw 2 cards: Disable Mechanism (Core) and Fate-reader Lenses.

    Discard Lyrune-quah Truthspeaker to move to Dunes and explore.

    Dunes Card 1: Ring Of Protection:

    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.

    Banished. Recharge Poison Blast to examine the next card: Giant Anaconda. Recharge Wand Of Restorative Touch to encounter it.

    Dunes Card 2: Giant Anaconda:

    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.

    Discard Fate-reader Lenses for Honer-Tested.

    combat 18 casting Frost Ray (Core), aided by honer-tested: 1d12 + 3d6 + 13 ⇒ (4) + (1, 2, 3) + 13 = 23

    Recharge Disable Mechanism (Core) to examine the next card: Verminbane Warhammer. I'll leave it alone for now. End turn.

    discard Nightspear to heal allies and blessings: 1d4 + 1 ⇒ (3) + 1 = 4

    Ezren ends their turn.

    Ezren attempts to recover all cards in their Recovery pile.
    Fly (Core): Arcane 10: 1d12 + 1d4 + 6 ⇒ (5) + (3) + 6 = 14 -> Fly (Core) recharged.
    Bound Imp (Core): Arcane 8: 1d12 + 1d4 + 6 ⇒ (4) + (4) + 6 = 14 -> Bound Imp (Core) recharged.
    Frost Ray (Core): Arcane 9: 1d12 + 1d4 + 6 ⇒ (1) + (2) + 6 = 9 -> Frost Ray (Core) recharged.

    Ezren resets their hand.

    Ezren wrote:

    Hand: Chain Lightning (Core), Spellbook (Core), Soothing Word, Good Omen (Core), Disable Mechanism (Core), Infernal Healing, Wand Of Restorative Touch,

    Displayed: Keppira D’bear, Thousand Bones,
    Deck: 12 Discard: 6 Buried: 1
    "Current Location: Dunes
    Hero Points: 5
    Respect 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.

    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+#.

    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 Reading Room if my location closes.
    Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Leech, Incitation, The Mute Hag, Mist Horn (Core), Jasan Adriel, Locate Object (Core), Sands Of The Hour, Death's Touch (Core), Poison Blast
    Recharged: Fly (Core), Bound Imp (Core), Frost Ray (Core),
    Discard Pile: Lightning Bolt (Core), The Keep, Giant Form, Lyrune-quah Truthspeaker, Nightspear, Fate-reader Lenses,
    Buried Pile: Enhance,
    "
    Skills and Powers:
    SKILLS
    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.
    [x] When you defeat a card using a non-combat check, you may draw a card.

    Base supporters # 2, 4, 5, 7, 8, and 9 acquired.

    Dunes cards 1 and 2 banished.

    Acquired random spell #3 Poison Blast, blessing #2 Sands Of The Hour, Ally #1 Jasan Adriel, and item #1 Wand Of Restorative Touch. (Item #2 is banished.)

    Examined Cliff card 1: The Foreign Trader, Cinderlands card 2: Landshark Whelp, and Dunes card 3: Verminbane Warhammer.


    Hour: If you are at a Wild location, you may discard a card to explore.

    Kit: Draw Cook for Ruan.

    Display Cook at Cliff Totem.

    Move to Cinderlands.

    Explore: Landshark Whelp
    Recharge Prayer to bless.
    Wisdom 9: 1d8 + 1 + 1d8 ⇒ (4) + 1 + (1) = 6 Banished.

    Discard Wayfinder to examine: Unseen Sentinel, and explore: Unseen Sentinel
    Discard Shining Wayfinder for Honor-Tested
    Fail BA Perception check, auto-block 1 Force damage, +3 to DC
    Reload Blackjack's Daggers for char power, recharge The Locksmith to double bless, +3 from Honor Tested.
    Combat 11+3=14: 1d8 + 5 + 1d10 + 4 + 2d8 + 3 ⇒ (5) + 5 + (10) + 4 + (8, 5) + 3 = 40 Defeated, Respect point!

    Draw up to 6.

    Sajan wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d8 +3
    Acrobatics +2
    CONSTITUTION d6
    Fortitude +2
    INTELLIGENCE d6
    WISDOM d8 +1
    Perception +1
    CHARISMA d6

    Powers
    EXILED PADAPRAJNA
    HAND SIZE 5 [X4] 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 (R[X3] or a local character suffers) suffer Combat ([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 [X4] 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 [X4] 1 ☐ 2
    ITEM 3 [X2] 4 ☐ 5
    ALLY 3 ☐ 4 ☐ 5
    BLESSING 7 [X1] 8 [X3] 9 ☐ 10

    Hand: Blackjack's Daggers, Cure, Amulet of Fiery Fists, Amulet of Furious Fists, Master of Masters, Orison
    Displayed: Firepelt Cougar, Honor-Tested, Invigorating Temple Sword +2, Ruan Mirukova
    Deck: 9 Discard: 4 Buried: 3
    Hero Points: 2 Shirt Reroll Available (CCT-4C): Yes
    Notes: Role: Blackjack
    Respect Points: 7 (4A: 2, 4B: 1, 4C: 2, 4D: 2)
    Amulet of Fiery Fists:
    Amulet of Fiery Fists
    Item 2

    Traits
    Accessory
    Magic

    Checks
    Wisdom
    Divine
    7
    or
    Intelligence
    Arcane
    9

    Powers
    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 0

    Traits
    Divine

    Checks
    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.


    During This Adventure: Adventure 4: Adventure 4—A History of Ashes

  • The Harrow suit is Hammers.
  • Add 1d4 to Strength non-combat checks.
  • When you play your harrow, you may draw a weapon or an armor from your discards.
  • When you gain a respect point, record it on your Chronicle sheet.
    Story Banes || Acquired Loot || Supporters || Scourges

    During This Scenario: Curse 4D: Trial of the Totem
    STORY BANES:

  • Danger: Each time you encounter the danger, randomly choose a new barrier.
  • Villain: None
  • Closing Henchmen: Pack Landsharks-Proxy B

    SETUP:

  • After preparing the story banes, add a blessing to a faceup totem pile next to each location.

    DURING THIS SCENARIO:

  • When you move to or from the Base without playing a boon to move, bury a boon.
  • When you succeed at a check to defeate by 20 or more, gain 1 respect point.
  • At the start of your turn, you may add a boon from your hand to any totem pile and suffer the scourge Honor-Tested.
  • When a bane from a location is undefeated, banish a boon from that location's totem pile.
  • When you close your location, draw all boons in its totem pile.
  • At the end of your turn, banish a boon from each unoccupied location's totem pile; if you cannot, you lose.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Minotaur
    Monster 2

    Traits
    Minotaur

    Check
    Combat
    15
    OR
    Fortitude
    8

    Powers
    If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.

    Monster 2
    Spoiler:
    Bloodbug Swarm
    Monster 4

    Traits
    Animal
    Swarm

    Check
    Combat
    10
    THEN
    Combat
    11
    THEN
    Combat
    12

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

    Monster 3
    Spoiler:
    Mimic
    Monster 2

    Traits
    Aberration
    Trap

    Check
    Combat
    15
    OR
    Wisdom
    Perception
    9

    Powers
    On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
    If undefeated, suffer the scourge Entangled.

    Monster 4
    Spoiler:
    Vampire Spawn
    Monster 2

    Traits
    Undead
    Vampire

    Check
    Combat
    15

    Powers
    Immune to Mental and Poison.
    If undefeated, bury a random card from your discards.

    Monster 5
    Spoiler:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

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

    Barrier 2
    Spoiler:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    6+#
    OR
    Knowledge
    Stealth
    8+#

    Powers
    When examined, suffer the scourge Dazed then banish this barrier.
    Cannot be evaded.
    If undefeated, suffer the scourge Dazed then banish this barrier.

    Barrier 3
    Spoiler:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

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

    Barrier 4
    Spoiler:
    Guardian Door
    Barrier 2

    Traits
    Obstacle
    Task

    Check
    Intelligence
    Diplomacy
    Disable
    Stealth
    8

    Powers
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    Barrier 5
    Spoiler:
    Haunt
    Barrier 2

    Traits
    Task
    Undead
    Veteran
    Trigger

    Check
    Charisma
    Diplomacy
    8+#
    OR
    Divine
    6+#

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Vicious Scythe
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    11

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

    Weapon 2
    Spoiler:
    Acidic Bolas
    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
    Spoiler:
    Lucky Starknife
    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 4
    Spoiler:
    Venomous Hand Crossbow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    12

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
    On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Weapon 5
    Spoiler:
    Limning Starknife
    Weapon 4

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Respect
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    13

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

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

    Traits
    Magic
    Arcane
    Divine
    Attack
    Undead

    Check
    Intelligence
    Arcane
    11
    OR
    Wisdom
    Divine
    13

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

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

    Spell 2
    Spoiler:
    Aid
    Spell 0

    Traits
    Magic
    Divine
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spell 3
    Spoiler:
    Enlarge
    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 4
    Spoiler:
    Divine Fortune
    Spell 3

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display. While displayed:
    • On local checks, add 1d6.
    • At the start of your turn, banish.

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

    Spell 5
    Spoiler:
    Twisted Space
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Helm Of The Valkyrie
    Armor 2

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    At the end of your turn, recharge to move.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 2
    Spoiler:
    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.

    Armor 3
    Spoiler:
    Shoanti Barbarian Hide
    Armor 4

    Traits
    Light Armor
    Respect
    Magic

    Check
    Constitution
    Fortitude
    Survival
    12

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

    Armor 4
    Spoiler:
    Voidglass Armor
    Armor 3

    Traits
    Heavy Armor
    Magic
    Loot

    Check
    Constitution
    Fortitude
    9

    Powers
    Display. While displayed:
    • When you suffer any damage, you may recharge to reduce it by 1.
    • When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Armor 5
    Spoiler:
    Grounded Studded Leather
    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.

    Random Items:
    Item 1
    Spoiler:
    Ring Of Protection
    Item 2

    Traits
    Accessory
    Magic

    Check
    Constitution
    Fortitude
    9

    Powers
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.

    Item 2
    Spoiler:
    Blue War Paint
    Item 4

    Traits
    Liquid
    Paint
    Respect

    Check
    Melee
    Fortitude
    4

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

    Item 3
    Spoiler:
    Circlet Of Mental Acuity
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

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

    Item 4
    Spoiler:
    Wand Of Enervation
    Item 3

    Traits
    Wand
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

    Powers
    On any combat check, bury or banish to decrease the difficulty by 2d4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.

    Item 5
    Spoiler:
    Belt Of Physical Might
    Item 4

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    13

    Powers
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.

    Random Allies:
    Ally 1
    Spoiler:
    Flensing Jelly
    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
    Spoiler:
    Firepelt Cougar
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    12

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

    Ally 3
    Spoiler:
    Landshark Whelp
    Ally 4

    Traits
    Aberration

    Check
    Wisdom
    Survival
    9

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

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

    Ally 4
    Spoiler:
    Tayce Soldado
    Ally 2

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    9
    OR
    Bury A Healing Card
    0

    Powers
    If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

    Ally 5
    Spoiler:
    Sergeant-at-arms
    Ally 2

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Knowledge
    10

    Powers
    On a local check against a bane or an ally, recharge to add 1d6.
    Discard to explore. This exploration, on your checks against banes and allies, add 1d4.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Carnival
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Acrobatics
    4+#

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

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

    Blessing 2
    Spoiler:
    Torag’s Power
    Blessing 1

    Traits
    Deity: Torag
    Divine
    Veteran

    Check
    Strength
    Divine
    4+#

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

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

    Blessing 3
    Spoiler:
    The Healing Light
    Blessing 3

    Traits
    Deity: Sarenrae
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    Characters cannot suffer scourges.

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

    Blessing 4
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 5
    Spoiler:
    The Cyclone
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Survival
    4+#

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

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

    Turn: 9 Cogsnap/Wilderredbeard

    Top of Blessing Discard Pile: Grandmother Nightmare - When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.

    Top Blessing:
    Grandmother Nightmare
    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.


    Blessings Remaining: 21
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 10 Radovan)
    Spoiler:
    Lady Luck
    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.

    Blessings Deck Card 2 (Turn 11 Angban)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 3 (Turn 12 Ezren)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 4 (Turn 13 Sajan)
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

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

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

    Blessings Deck Card 5 (Turn 14 Cogsnap)
    Spoiler:
    The Peacock
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Diplomacy
    4+#

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

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

    Blessings Deck Card 6 (Turn 15 Radovan)
    Spoiler:
    The Eclipse
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 7 (Turn 16 Angban)
    Spoiler:
    The Juggler
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

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

    On another character’s check, freely discard to reroll a die.
    Discard to explore.

    Blessings Deck Card 8 (Turn 17 Ezren)
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Charisma check, you may use your Intelligence die instead of the normal die.

    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.

    Blessings Deck Card 9 (Turn 18 Sajan)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 10 (Turn 19 Cogsnap)
    Spoiler:
    The Snakebite
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessings Deck Card 11 (Turn 20 Radovan)
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

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

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

    Blessings Deck Card 12 (Turn 21 Angban)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 13 (Turn 22 Ezren)
    Spoiler:
    The Lady Of Mysteries
    Blessing 3

    Traits
    Deity: Pharasma
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead.

    On any check, discard to bless.
    On a check against an Undead bane, recharge to bless.
    Discard to draw 3 cards, then recharge 3 cards, then you may explore.

    Blessings Deck Card 14 (Turn 23 Sajan)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Blessings Deck Card 15 (Turn 24 Cogsnap)
    Spoiler:
    The Lucky Drunk
    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.

    Blessings Deck Card 16 (Turn 25 Radovan)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 17 (Turn 26 Angban)
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Blessings Deck Card 18 (Turn 27 Ezren)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 19 (Turn 28 Sajan)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Outsider card, add 1d4.

    On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
    Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.

    Blessings Deck Card 20 (Turn 29 Cogsnap)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 21 (Turn 30 Radovan)
    Spoiler:
    Lady Of Valor
    Blessing 3

    Traits
    Deity: Iomedae
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

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

    Cliff Card 1 - The Foreign Trader:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

    Cliff Card 2:
    Diseased Rats
    Monster 2

    Traits
    Animal
    Swarm
    Disease

    Check
    Combat
    13
    OR
    Stealth
    Survival
    9

    Powers
    Vulnerable to Attack.
    If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.

    Cliff Card 3:
    Pack Landshark
    Story Bane Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, move to this monster’s location and encounter it.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Cliff Card 4:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

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

    Cliff Card 5:
    Venomous Dagger
    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.

    Cliff Card 6:
    Emperor Scorpion
    Monster 4

    Traits
    Trigger
    Vermin
    Veteran

    Check
    Combat
    20

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

    Cliff Card 7:
    Glamered Leather Armor
    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.

    Cliff Card 8:
    Ash Giant
    Monster 4

    Traits
    Giant

    Check
    Combat
    22

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

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

    Cinderlands
    Traits: Sacred, Wild
    At This Location: On your check against a monster or a Respect card, if the result is less than your party’s respect points, you may discard a card to reroll.
    When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check.
    When Permanently Closed: Examine the top card of any location.
    M:2 Ba:2 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Sajan, Angban, Radovan,
    Notes: Totem: Torag’s Power, The demons Lantern

    Cinderlands Card 1:
    Wyrmsmite
    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.

    Cinderlands Card 2:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Cinderlands Card 3:
    Harpy
    Monster 2

    Traits
    Harpy

    Check
    Combat
    10

    Powers
    Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.

    Cinderlands Card 4:
    Manticore
    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.

    Cinderlands Card 5:
    Pack Landshark
    Story Bane Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, move to this monster’s location and encounter it.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Cinderlands Card 6:
    Flanking Attack
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    None
    0

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

    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:1 Ba:2 W:1 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Ezren
    Notes: Totem: The Avalanche, Craftsman

    Dunes Card 1 - Verminbane Warhammer:
    Verminbane Warhammer
    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    14

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

    Dunes Card 2:
    Brain Mold
    Barrier 4

    Traits
    Obstacle
    Plant

    Check
    Intelligence
    Knowledge
    10
    OR
    Wisdom
    Survival
    7

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

    Dunes Card 3:
    Pack Landshark
    Story Bane Monster 4

    Traits
    Trigger
    Aberration

    Check
    Combat
    21

    Powers
    When examined, move to this monster’s location and encounter it.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

    Dunes Card 4:
    Unearthly Aim
    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.

    Dunes Card 5:
    Wall Of Light
    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.

    Dunes Card 6:
    Hungry Smoke
    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.

    Dunes Card 7:
    Mercenary
    Monster 1

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    10+##
    OR
    Charisma
    Diplomacy
    8+#

    Powers
    If undefeated, bury a weapon or an armor from your hand or discards.
    If defeated, heal a weapon or an armor.

    Dunes Card 8:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Glade
    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:

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

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

    Base Card 1:
    Laori Vaus
    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.

    Base Card 2:
    Truthspeaker Akram
    Supporter 4

    Traits
    Human
    Skald
    Respect

    Check

    Powers
    Display. While displayed:
    • You may bury to examine all cards in a location, then shuffle the location.
    • □ On any non-combat check or any check on which you played a Respect card, you may bury to reroll.

    Base Card 3:
    Vencarlo Orisini
    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.

    Base Card 4:
    Trinia Sabor
    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.


  • Cogsnap's Deck Manager

    Off turn actions:
    Discard BotElements for Angban's check to close.

    The hour of Grandmother Nightmare
    When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location.
    Display Cayden Cailean's Revelry next to Dunes.
    Remain at Cliff.

    Explore:

    The Foreign Trader:
    Blessing 1
    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

    Intelligence 4+#=8: 1d10 + 3 ⇒ (6) + 3 = 9 acquired

    Discard Tinker to explore:

    Diseased Rats:
    Monster 2
    Traits
    Animal
    Swarm
    Disease

    Check
    Combat
    13
    OR
    Stealth
    Survival
    9

    Powers
    Vulnerable to Attack.
    If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.

    Discard Galvanic Chakram for Honor-Tested.
    Send Bottled Lightning to recovery. Recharge BotElements. Tinker adds 1d4.
    Combat 13: 2d10 + 5 + 3d8 + 1d4 ⇒ (2, 6) + 5 + (4, 8, 6) + (2) = 33 defeated with 29 due to location power - Paizo re-roll the first d10
    Re-roll: 1d10 ⇒ 9 defeated with 38 - Respect Point earned.
    Recharge Stone Skin to draw 2 Liq/Alc Items from the box: Blue War Paint (I4) & None Available - keep Blue War Paint unless the other Item is # and I can use it better than the paint.

    End turn. All locations occupied so no cards banished. Attempt recovery, discarding The Foreign Trader to bless and add Int die:
    Bottled Lightning - Craft 14: 3d10 + 5 ⇒ (1, 4, 6) + 5 = 16 recharged
    Reset hand.

    An excerpt from the clockwork recording device of Cognsap the Unbleached:
    ambient sound of clinking bottles
    "This stuff is so popular! Humans, undead, even rats like it! I'm going to have to make some more before I run out!"

    Cogsnap the Unbleached wrote:

    Hand: Armored Coat, Acid Flask, Ambrosia, Liquid Persuasion, The Snakebite, Returning Totem Spear (loot), The Forge (Harrow),

    Displayed:
    Deck: 11 Discard: 4 Buried: 0
    Current Location: Cliff
    Hero Points (Available): 1 // Cogsnap the Unbleached 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 the following support if needed:
    Local - Acid Flask, Ambrosia, Liquid Persuasion, Returning Totem Spear
    Distant -
    L&D - Blessings, Stone Skin
    Other: Dice Re-Roll Used for 4D?: Y

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blackfingers, Flensing Jelly, Potion of Heroism, Elixir of Focus, Elixir of Focus (acq)
    Recharged: Potion of Restoration, Tangleburn Bag, Crystalline Carnivore, Blessing of the Elements 2, Stone Skin, Bottled Lightning,
    Discard Pile: Blessing of the Elements 1, Tinker, The Foreign Trader (acq), Galvanic Chakram +1,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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. [X] 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.


    Deck Handler for CotCT Radovan

    Hourglass Discard: Lady Luck
    WHEN THIS IS THE HOUR: When you play a blessing, you may give a card to any character.

    Display Bloodroot Poison

    Explore: Wyrmsmite
    Auto fail. Wyrmsmite banished.

    Discard Rodrick to explore.
    Explore: Brawl
    Before acting, each other local character summons and encounters this barrier.
    Reveal belt
    Dexterity 4+4: 1d8 + 4 + 1d4 ⇒ (8) + 4 + (4) = 16
    Brawl defeated.

    Discard Alaeron to explore.
    Explore: Harpy
    Honor-tested: discarding Appleslayer.
    Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
    Wisdom 6: 1d6 ⇒ 5

    Reveal belt, honor tested adds 3.
    Combat 10: 1d8 + 6 + 1d4 + 1 + 2 + 1d4 + 3 + 1d4 ⇒ (2) + 6 + (1) + 1 + 2 + (4) + 3 + (2) = 21
    Harpy defeated.

    Due to everyone needing to make a check or be moved to this location, it is possible totem card(s) may be banished.

    "

    Radovan wrote:

    Hand: Shadowless Sword, Belt of Physical Might (Core), The Uprising (harrow), Zae, Humanbane Rapier, Belt of Physical Prowess,

    Displayed: Bloodroot Poison (Core),
    Deck: 8 Discard: 4 Buried: 0
    Current Location: Cinderlands
    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 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):

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Joke, Grogul, Snick, Red Leathers, The Locksmith, Blackjack's Rapier, The Winged Serpent, Shock Kukri
    Recharged:
    Discard Pile: The Vision, Rodrick, Alaeron, Appleslayer,
    Buried Pile:

    Skills and Powers:
    SKILLS
    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)

    "


    Deck Handler Desired Upgrades:

    wisdom 6 BYA vs Harpy discarding Infernal Healing to add my intelligence: 1d8 + 1d12 + 4 ⇒ (2) + (7) + 4 = 13


    Brawl:
    Recharge Osiron
    Dex 4+#=8: 1d8 + 3 + 1d8 ⇒ (6) + 3 + (8) = 17 Defeated.


    Lvl 3 Gunslinger. Deck Handler

    Brawl.
    Str 4 + # = 8: 1d8 ⇒ 3 Fail. Recharge Ring of Protection and Reveal Buckler to reduce damage to 0.

    Start turn. Hour is Sands of the Hour. Choose not to display any boons - I think we're good, and I have use for all my cards. Display Adamantine Bullets. 3 cards left. Explore, first examining top 2: Manticore and Pack Landshark. Landshark triggers, causing me to explore it. Honor tested discards Pharasma's Knowing. Discard Hand Cannon and bury poisoned bullets. Honor-tested adds 3.
    Combat 21: 1d8 + 6 + 2d6 + 1d12 + 3 ⇒ (5) + 6 + (2, 5) + (9) + 3 = 30 Defeated!
    Jammed?: 1d12 ⇒ 3 Hand Cannon is buried

    Attempt to close. Discard Urgathoa's Gluttony to double bless fort check.
    Fort 4 + # = 8: 3d10 + 3 ⇒ (10, 5, 3) + 3 = 21 Success!

    Cinderlands closed! WPC, examine top card of a location. Others are known, so Base top card is: Laori Vaus. Draw Cinderlands totem pile: Torag’s Power, The demons Lantern. Move to Cliff

    End turn. No unoccupied locations. Recharge Dragon Pistol +1 from buried pile. Reset hand, drawing 3.

    Angban wrote:

    Hand: Benevolent Buckler, Torag's Power, The Demon's Lantern, The Lucky Drunk, Ghostbane Shotgun +2, Powder Horn,

    Displayed: Adamantine Bullets,
    Deck: 5 Discard: 8 Buried: 4
    Current Location: Cliff
    Hero Points: 4
    Shirt Reroll: available
    Respect points: 5 // Angban 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:
    Torag's Power freely blesses Str/Con.
    Demon's Lantern blesses local characters twice.
    Shotgun adds 2d4 to a local combat (plus 1d8 if incorporeal) - then you take 2 ranged damage.
    Buckler reduces local ranged damage by 2.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Blessing of Alkenstar, Gorum's Iron, Toxic Blunderbuss +1, Ring of Protection, Dragon Pistol +1,
    Discard Pile: The Bear, Shock Musket +1, Blessing of Achaekek, Hide Armor, Voidglass Armor, Pepperbox, Pharasma's Knowing, Urgathoa's Gluttony,
    Buried Pile: Cannon Master, Dragonbreath Shot, Poisoned Bullets, Hand Cannon,

    Skills and Powers:
    SKILLS
    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 ☑ 6
    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.


    Deck Handler Desired Upgrades:

    Cayden Cailean’s Revelry: On your check, you may discard a card to reroll 1 die showing 1 or 2. Examine the top card of my deck: Mist Horn (Core).

    Dunes Card 1: Verminbane Warhammer:

    Weapon 4

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    14

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

    strength 14 casting Good Omen, discarding Soothing Word to add my intelligence: 1d6 + 1d6 + 1d12 + 8 ⇒ (4) + (3) + (4) + 8 = 19

    Recharge Disable Mechanism (Core) to examine Dunes card 2: Brain Mold. Recharge Wand Of Restorative Touch to encounter it.

    Dunes Card 2: Brain Mold:

    Barrier 4

    Traits
    Obstacle
    Plant

    Check
    Intelligence
    Knowledge
    10
    OR
    Wisdom
    Survival
    7

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

    Mark your location with the scourges Drained and Poisoned.

    knowledge 10: 1d12 + 5 - 1 ⇒ (1) + 5 - 1 = 5
    folio reroll on the d12: 1d12 ⇒ 9

    13 succeeds. Drained and Poisoned are removed.

    bury Thousand Bones to heal myself: 1d4 + 1 ⇒ (4) + 1 = 5

    Ezren ends their turn.

    Ezren attempts to recover all cards in their Recovery pile.
    Good Omen (Core): Arcane 8: 1d12 + 1d4 + 6 ⇒ (11) + (4) + 6 = 21 -> Good Omen (Core) recharged.

    Ezren resets their hand.

    Ezren wrote:

    Hand: Chain Lightning (Core), Spellbook (Core), Verminbane Warhammer, Locate Object (Core), Death's Touch (Core), Fly (Core), Sands Of The Hour,

    Displayed: Keppira D’bear,
    Deck: 16 Discard: 3 Buried: 2
    "Current Location: Dunes
    Hero Points: 5
    Respect 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: Used
    Blessings are available for use.

    Keppira D’bear: • On all checks against Undead banes, add 1d4.

    Sands of the Hour: On any check using a skill listed in the hour’s check to acquire, recharge to bless.
    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Disable Mechanism (Core), Lightning Bolt (Core), Poison Blast, Mist Horn (Core), Soothing Word, Wand Of Restorative Touch, Nightspear, Frost Ray (Core), Infernal Healing, Bound Imp (Core), Incitation, Jasan Adriel, The Mute Hag, Leech, Lyrune-quah Truthspeaker
    Recharged: Good Omen (Core),
    Discard Pile: The Keep, Giant Form, Fate-reader Lenses,
    Buried Pile: Enhance, Thousand Bones,
    "
    Skills and Powers:
    SKILLS
    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.
    [x] When you defeat a card using a non-combat check, you may draw a card.

    Dunes card 1 acquired. Card 2 banished.

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