Cogsnap - WilderRedbeard |
Returning Totem Spear in for Galvanic Chakram +1, Lyrune-quah Moon Maiden in for Tinker.
Start at Graveyard.
Hand: Potion of Heroism, Bottled Lightning, Potion of Restoration, Blackfingers, Blessing of the Elements 1, Returning Totem Spear (loot), Lyrune-quah Moon Maiden (loot), The Owl (Harrow),
Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Graveyard
Hero Points (Available): 2
NOTES:
Available Support: Feel free to use the following support if needed:
Local - Returning Totem Spear, Bottled Lightning
Distant -
L&D - Blessings
Other: Dice Re-Roll Used for 5D?: N
Middle of Deck (Unknown Order): Alkali Flask, Flensing Jelly, Crystalline Carnivore, Stone Skin, Ambrosia, Liquid Persuasion, Acid Flask, The Snakebite, Blessing of the Elements 2, Deathbane Sling, Armored Coat, Elixir of Focus
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☐ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Weapons, Alchemical, Arcane
POWERS: BLOODBOMBER Role Card
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [X] During recovery, you may discard ([X] 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.
Ezren the Explorer |
Trade out Cat (Core) for loot Lyrune-quah Truthspeaker. Trade out Quarterstaff (Core) for loot Soothing Word. Trade out Fate-reader Lenses for loot Infernal Healing. Starting location Base.
Hand: Infernal Healing, Soothing Word, Good Omen (Core), Enhance, Locate Object (Core), Ring of Protection (Core), Leech, The Eclipse,
Displayed:
Deck: 13 Discard: 0 Buried: 0
"Current Location: Base
Hero Points: 6
Respect Points 6"
"NOTES:
Available Support: Folio reroll:
Blessings are available for use.Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.
The Eclipse: On any check, freely discard to bless.
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!"
"
Middle of Deck (Unknown Order): Lyrune-quah Truthspeaker, Chain Lightning (Core), Mist Horn (Core), Fly (Core), Giant Form, Bound Imp (Core), Nightspear, Lightning Bolt (Core), Death's Touch (Core), Disable Mechanism (Core), Spellbook (Core), Headband of Mental Superiority, Frost Ray (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane Intelligence +2
Craft Intelligence +1
Knowledge Intelligence +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.
[x] On your non-Intelligence check, you may discard a spell to add your Intelligence.
[x]When you defeat [x]or acquire) a card using a non-combat check, you may draw a card.
Draw random blessing #4 The Beating into my discard pile.
Ezren attempts to recover all cards in their Recovery pile.
Good Omen (Core): Arcane 8: 1d12 + 6 ⇒ (9) + 6 = 15 -> Good Omen (Core) recharged.
Cogsnap - WilderRedbeard |
The hour of Cayden Cailean’s Revelry
When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2.
Remain at Graveyard.
Send Potion of Restoration to recovery to draw 2 cards: Acid Flask & Stone Skin.
Display Potion of Heroism.
Explore:
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Divine
Fortitude
12
Powers
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
Fortitude 12: 1d4 + 3d6 + 5 ⇒ (1) + (1, 6, 3) + 5 = 16 acquired
Discard BotElements to explore:
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.
Disable 8: 1d8 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8 defeated
Draw a new Spell from the box: Acid Rain (S4).
Discard Blackfingers to explore:
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.
Combat 10+##=20: 1d10 + 5 + 3d8 + 2d6 ⇒ (9) + 5 + (3, 3, 2) + (1, 6) = 29 defeated
Recharge Dread Helm to draw 2 new Liquid/Alchemical Items from the box and keep 1: The Unveiling (P2) & Ambrosia (I3 - per Hangouts) Keep Ambrosia.
Discard The Owl to explore. Recharge BotElements and Blackfingers for playing Harrow.
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.
Fortitude 11: 1d4 + 2d6 ⇒ (2) + (3, 2) = 7 banished
End turn. All Alchemical boons in recovery recharged per Cogsnap's power. Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached:
ambient sound of clinking bottles
"What's with all the discarded armor at the graveyard? Ghosties done carrying it around and shuffled off their mortal coil? Or hide in this case?"
Hand: Stone Skin, Bottled Lightning, Crystalline Carnivore, The Snakebite, Blessing of the Elements 2, Returning Totem Spear (loot), Acid Rain (acq),
Displayed: Potion of Heroism, Lyrune-quah Moon Maiden (loot),
Deck: 13 Discard: 1 Buried: 0
Current Location: Graveyard
Hero Points (Available): 2
NOTES:
Available Support: Feel free to use the following support if needed:
Local - Returning Totem Spear
Distant -
L&D - Blessings
Other: Dice Re-Roll Used for 5D?: N
Middle of Deck (Unknown Order): Alkali Flask, Elixir of Focus, Flensing Jelly, Deathbane Sling, Liquid Persuasion, Armored Coat, Ambrosia
Recharged: Dread Helm (acq), Blessing of the Elements 1, Blackfingers, Potion of Restoration, Acid Flask, Ambrosia (acq),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☐ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Weapons, Alchemical, Arcane
POWERS: BLOODBOMBER Role Card
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check.
□ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Radovan - Katlyn99 |
Radovan starts at the Crypt.
Replacing Belt of Physical Prowess with Ring of Regeneration.
"
Hand: Rodrick, Bloodroot Poison (Core), Ring of Regeneration, Alaeron, Appleslayer, Zae, The Winged Serpent (harrow),
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Crypt
Hero Points: 4/4
Reroll used? Yes
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):
Middle of Deck (Unknown Order): The Joke, Blackjack's Rapier, Shadowless Sword, The Locksmith, Shock Kukri, Snick, Grogul, The Savored Sting, The Vision, The Winged Serpent, Limning Starknife (loot), Red Leathers, Belt of Physical Might (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Acrobatics: Dexterity +2 (Quang displayed)
Fortitude: Constitution +2 (Norge displayed)
Perception: Charisma +2 (Fell Viridio)
Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms) (☑ or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
On your non-2-Handed combat check, add 1d4 (□ 1d6); add another 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
☑ When a monster encountered by a character at your location is undefeated (☑ or when you defeat a monster), display a monster from the box next to a displayed devil form.
You may evade your encounter. (Quang displayed)
When you acquire a boon, you may display it next to Quang. (Quang displayed)
On your non-combat check, you may bury a card displayed next to Quang to add 1d6 plus that card's adventure deck number. (Quang displayed)
Reduce Fire damage dealt to you to 0. (Norge displayed)
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (Norge displayed)
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number. (Norge displayed)
Reduce Poison damage dealt to you to 0. (Fell Viridio displayed)
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. (Fell Viridio displayed)
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number. (Fell Viridio displayed)
Radovan - Katlyn99 |
Hourglass Discard: The Eternal Rose
WHEN THIS IS THE HOUR: When you encounter a monster, you may evade it.
Display Bloodroot Poison
Move: Move to Repository
Beseiged damage blocked by character power. Display Ghost (1) next to Quang due to taking damage.
Explore: Wounding Spear-axe
Auto fail. Wounding Spear-axe banished. Immune to poison damage.
Discard Zae to explore.
Explore: Zombie Minions
Evading. Repository shuffles.
Discard Alaeron to explore.
random card: 1d9 ⇒ 1
grrrrr. evading again.
Discard Rodrick to explore.
random card: 1d9 ⇒ 2
Explore: Sable Company Leathers
Acrobatics 10: 1d8 + 6 ⇒ (5) + 6 = 11
Sable Company Leathers acquired. Displaying Sable Company Leathers (not next to a devil form).
Discard Appleslayer to move to Crypt, then examine the top card of location deck, then I may explore
Beseiged damage blocked by character power.
Examine: Sayona
Choosing not to explore.
Guess I will stop here. Hopefully I went through enough cards to draw a weapon now lol.
End of Turn Actions: Ring of Regeneration and Withering
Ring of Regeneration: 1d4 ⇒ 3 Rodrick recharged.
Withering: 1d3 ⇒ 2 Alaeron buried.
"
Hand: Ring of Regeneration, The Winged Serpent (harrow), Snick, Limning Starknife (loot), Shadowless Sword, The Locksmith,
Displayed: Bloodroot Poison (Core), Sable Company Leathers,
Deck: 10 Discard: 2 Buried: 1
Current Location: Crypt
Hero Points: 4/4
Reroll used? Yes
NOTES:
Available Support: Feel free to use my blessing(s). The Winged Serpent recharges to bless distant checks.
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):
Middle of Deck (Unknown Order): Grogul, The Savored Sting, Red Leathers, The Winged Serpent, Blackjack's Rapier, The Vision, Belt of Physical Might (Core), The Joke, Shock Kukri
Recharged: Rodrick,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Acrobatics: Dexterity +2 (Quang displayed)
Fortitude: Constitution +2 (Norge displayed)
Perception: Charisma +2 (Fell Viridio)
Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms) (☑ or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
On your non-2-Handed combat check, add 1d4 (□ 1d6); add another 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
☑ When a monster encountered by a character at your location is undefeated (☑ or when you defeat a monster), display a monster from the box next to a displayed devil form.
You may evade your encounter. (Quang displayed)
When you acquire a boon, you may display it next to Quang. (Quang displayed)
On your non-combat check, you may bury a card displayed next to Quang to add 1d6 plus that card's adventure deck number. (Quang displayed)
Reduce Fire damage dealt to you to 0. (Norge displayed)
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (Norge displayed)
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number. (Norge displayed)
Reduce Poison damage dealt to you to 0. (Fell Viridio displayed)
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. (Fell Viridio displayed)
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number. (Fell Viridio displayed)
Summary:
Cards 1 and 3 from Repository cleared.
Repository shuffled. It is known the henchman Zombie Minions is here somewhere.
Top card of Crypt is known.
Radovan is at the Crypt.
Cogsnap - WilderRedbeard |
Forgot EoT affects for Cogsnap's last turn.
Recharge Stone Skin per scenario power.
Bury The Owl for Withering wildcard power.
Updated hand:
Hand: Bottled Lightning, Flensing Jelly, Crystalline Carnivore, The Snakebite, Blessing of the Elements 2, Returning Totem Spear (loot), Acid Rain (acq),
Displayed: Potion of Heroism, Lyrune-quah Moon Maiden (loot),
Deck: 13 Discard: 0 Buried: 1
Current Location: Graveyard
Hero Points (Available): 2
NOTES:
Available Support: Feel free to use the following support if needed:
Local - Returning Totem Spear
Distant -
L&D - Blessings
Other: Dice Re-Roll Used for 5D?: N
Radovan - Katlyn99 |
Forgot the scenario EoT effect. Hand update:
End of Turn Actions: Scenario effect
Recharge The Winged Serpent
"
Hand: Limning Starknife (loot), Shadowless Sword, Ring of Regeneration, Snick, Blackjack's Rapier, The Locksmith,
Displayed: Bloodroot Poison (Core), Sable Company Leathers,
Deck: 10 Discard: 2 Buried: 1
Current Location: Crypt
Hero Points: 4/4
Reroll used? Yes
NOTES:
Available Support: Feel free to use my blessing(s). The Winged Serpent recharges to bless distant checks.
Movement: Move me to wherever the most monsters 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):
Middle of Deck (Unknown Order): Belt of Physical Might (Core), Shock Kukri, The Savored Sting, The Joke, The Vision, Grogul, Red Leathers, The Winged Serpent
Recharged: Rodrick, The Winged Serpent (harrow),
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Acrobatics: Dexterity +2 (Quang displayed)
Fortitude: Constitution +2 (Norge displayed)
Perception: Charisma +2 (Fell Viridio)
Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms) (☑ or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
On your non-2-Handed combat check, add 1d4 (□ 1d6); add another 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
☑ When a monster encountered by a character at your location is undefeated (☑ or when you defeat a monster), display a monster from the box next to a displayed devil form.
You may evade your encounter. (Quang displayed)
When you acquire a boon, you may display it next to Quang. (Quang displayed)
On your non-combat check, you may bury a card displayed next to Quang to add 1d6 plus that card's adventure deck number. (Quang displayed)
Reduce Fire damage dealt to you to 0. (Norge displayed)
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (Norge displayed)
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number. (Norge displayed)
Reduce Poison damage dealt to you to 0. (Fell Viridio displayed)
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. (Fell Viridio displayed)
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number. (Fell Viridio displayed)
MorkXII - Sajan 1017 |
During This Adventure: Adventure 5—Skeletons of Skarwall
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 5C: The Shrine of Midnight
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 5
Traits
Outsider
Devil
Check
Combat
23
Powers
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
Monster 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 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 4
Traits
Outsider
Demon
Check
Combat
24
Powers
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
Monster 5
Traits
Trigger
Undead
Check
Combat
21
Powers
When examined, suffer 1d6 Force damage.
Immune to Mental and Poison.
Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.
Barrier 3
Traits
Trigger
Trap
Construct
Check
Wisdom
Disable
Perception
Stealth
13
Powers
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Craft
Disable
6+#
Powers
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Barrier 3
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Barrier 3
Traits
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
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.
Weapon 5
Traits
Axe
Melee
Ranged
Slashing
Magic
Check
Strength
Dexterity
Melee
Ranged
13
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
Weapon 3
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
11
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Weapon 3
Traits
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
Traits
Hammer
Melee
Bludgeoning
Fire
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
Weapon 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.
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 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.
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
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
12
OR
Wisdom
Divine
14
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 3; if the hour has a Suit trait matching the adventure’s harrow suit, add 2d4 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.
Spell 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.
Armor 5
Traits
Loot
Heavy Armor
Magic
Check
Constitution
Divine
Fortitude
13
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 3.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
• If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
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
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 3
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Fortitude
10
Powers
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
Armor 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
• On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
Item 3
Traits
Accessory
Magic
Check
Charisma
Diplomacy
9
Powers
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character’s traits until the end of the turn, then banish that character.
Item 4
Traits
Liquid
Paint
Respect
Check
Melee
Fortitude
5
Powers
Display. While displayed:
• When you suffer Combat damage, reduce it by 1.
• When you would discard cards as Combat damage, you may recharge them instead.
• When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Item 5
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
13
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
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 3
Traits
Object
Magic
Harrow
Check
Wisdom
Arcane
Divine
Perception
8
Powers
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
Ally 5
Traits
Undead
Ghost
Medium
Harrow
Check
Wisdom
Divine
12
OR
Bury A Harrow
Card
0
Powers
Display. While displayed:
• Harrow boons may be recharged instead of discarded.
• You may ignore powers that happen when you examine cards.
• At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.
Ally 3
Traits
Human
Aristocrat
Rogue
Check
Charisma
Diplomacy
Stealth
12
Powers
On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Ally 5
Traits
Undead
Ghost
Aristocrat
Check
Charisma
Diplomacy
12
OR
Bury A Divine Boon
0
Powers
Display. While displayed:
• On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
• At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
Ally 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 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.
Blessing 1
Traits
Deity: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessing 1
Traits
Deity: 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 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.
Turn: 3 Angban/eddiephlash
Top of Blessing Discard Pile: The Eternal Rose - When this is the hour: When you encounter a monster, you may evade it.
Blessing 3
Traits
Deity: Shelyn
Divine
Check
Charisma
Divine
8
Powers
WHEN THIS IS THE HOUR
When you encounter a monster, you may evade it.
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Blessings Remaining: 27
Blessings Deck
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 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.
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
You may not use powers to reroll dice.
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
The first time you examine cards this turn, heal 1d4-1 cards.
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
After your first exploration of your turn, you may discard a card to explore.
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Blessing 3
Traits
Deity: Lamashtu
Divine
Check
Intelligence
Arcane
Divine
8
Powers
WHEN THIS IS THE HOUR
When you fail to acquire a boon, you may shuffle it and a new monster into its location.
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessing 3
Traits
Deity: Abadar
Divine
Check
Craft
Divine
8
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, you may recharge a card.
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, bury it.
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessing 1
Traits
Deity: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Deity: 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 2
Traits
Deity: Lamashtu
Divine
Veteran
Check
Intelligence
Arcane
Divine
5+#
Powers
WHEN THIS IS THE HOUR
On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessing 0
Traits
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 3
Traits
Deity: Rovagug
Divine
Check
Banish A Boon
0
Powers
WHEN THIS IS THE HOUR
You may banish a random blessing from your discards to explore.
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 1
Traits
Deity: 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 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.
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Cathedral
Traits: Sacred, Urban
At This Location: When you defeat a monster, heal a blessing.
When Closing: Bury a blessing.
When Permanently Closed: You may heal a blessing.
M:3 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:3 ?:1
Located here: Sajan
Story Bane Monster 3
Traits
Undead
Lich
Veteran
Check
Combat
12+##
THEN
Combat
11+##
Powers
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.
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.
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.
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.
Monster 5
Traits
Undead
Check
Combat
20
THEN
Combat
20
Powers
Immune to Mental and Poison.
Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
If undefeated, suffer the scourge Drained.
Monster 0
Traits
Giant
Ogre
Veteran
Check
Combat
12+##
Powers
Before acting, each local character suffers 1 Combat damage.
Blessing 3
Traits
Deity: Urgathoa
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
On your turn, if you would suffer a scourge, a random local character suffers it instead.
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
Blessing 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.
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.
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.
Crypt
Traits: Sacred, Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M:4 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Radovan
Notes: Sayona
Monster 5
Traits
Undead
Sayona
Check
Combat
21
Powers
Immune to Mental and Poison.
Resistant to Cold.
On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
Spell 5
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
14
Powers
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
Monster 1
Traits
Outsider
Elemental
Fire
Veteran
Check
Combat
11+##
Powers
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
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.
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.
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.
Barrier 1
Traits
Cache
Veteran
Check
Intelligence
Knowledge
7+#
Powers
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Story Bane Monster 2
Traits
Undead
Mummy
Veteran
Check
Combat
14+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
Monster 4
Traits
Gargoyle
Check
Combat
21
Powers
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Monster 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.
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
Monster 5
Traits
Outsider
Devil
Check
Combat
23
Powers
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
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.
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.
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.
Spell 5
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
13
Powers
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Barrier 5
Traits
Trap
Fire
Undead
Check
Intelligence
Perception
10
OR
Constitution
Fortitude
12
Powers
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
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.
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.
Oubliette
Traits: Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M:3 Ba:2 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1
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 5
Traits
Undead
Ghoul
Fire
Check
Combat
20
Powers
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
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.
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.
Ally 4
Traits
Loot
Human
Hireling
Check
Charisma
Diplomacy
10
OR
Knowledge
9
Powers
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Barrier 5
Traits
Trigger
Curse
Check
Wisdom
Disable
Perception
10
Powers
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
Weapon 5
Traits
Axe
Melee
Slashing
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
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.
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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Ossuary
Traits: Sacred, Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M:3 Ba:1 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1
Monster 3
Traits
Animal
Check
Combat
18
OR
Survival
9
Powers
Before acting, each local character suffers 1 Combat damage.
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.
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
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+#.
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.
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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Item 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.
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
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.
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:2 W:1 Sp:1 Ar:0 I:2 Al:0 Bl:0 ?:1
Notes: Zombie Minions
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.
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.
Item 4
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Monster 0
Traits
Undead
Zombie
Veteran
Check
Combat
9+##
Powers
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Item 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.
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.
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.
Graveyard
Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Cogsnap
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.
Weapon 5
Traits
Chain
Melee
Piercing
Finesse
2-handed
Magic
Check
Strength
Acrobatics
Melee
15
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Monster 5
Traits
Construct
Golem
Veteran
Check
Combat
19+#
Powers
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Monster 5
Traits
Undead
Zombie
Check
Combat
24
Powers
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Ezren
Supporter 4
Traits
Human
Barbarian
Respect
Check
Powers
Display. While displayed:
• On any Strength check or any check against a monster, you may bury to add 1d10.
• □ When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
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.
Supporter 3
Traits
Elf
Cleric
Check
Powers
Display. While displayed:
• After you discard cards as damage, you may draw a card.
• □ When you would fail your combat check, you may bury to add 1d8.
Supporter 3
Traits
Human
Aristocrat
Check
Powers
Display. While displayed:
• You may bury to draw a new ally that lists Diplomacy in its check to acquire.
• □ On your check against a story bane, you may bury an ally to add 1d6.
Supporter 2
Traits
Human
Cleric
Check
Powers
Display. While displayed:
• On all checks against Undead banes, add 1d4.
• □ You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
Supporter 1
Traits
Human
Shaman
Respect
Check
Powers
Display. While displayed:
• You may bury to heal a character 1d4+1 cards.
• □ You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Supporter 2
Traits
Human
Cleric
Check
Powers
Display. While displayed:
• You may bury to heal each local character a card.
• You may bury to remove a scourge from each local character.
• □ You may bury to draw a new blessing.
Supporter 1
Traits
Human
Aristocrat
Check
Powers
Display. While displayed:
• On any check to acquire, you may bury to add 1d6.
• □ You may bury to draw 2 new items, then banish 1 of them.
Supporter 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.
Supporter 1
Traits
Human
Expert
Check
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6.
• □ On any combat check, you may bury to reroll.
Supporter 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.
Angban |
Start at Oubliette. Draw hand plus Harrow.
Hand: Adamantine Bullets, Ghostbane Shotgun +2, Pepperbox, Blessing of Achaekek, Hide Armor, Lucky Rifle +2, The Mute Hag,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Oubliette
Hero Points: 5
Shirt Reroll: available
Middle of Deck (Unknown Order): Clockwork Owl, Poisoned Bullets, Cannon Master, Dragonbreath Shot, Powder Horn, The Lucky Drunk, Toxic Blunderbuss +1, Dragon Pistol +1, Voidglass Armor, Benevolent Buckler, Shock Musket +1, Blessing of Alkenstar, Gorum's Iron
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Ranged: Dexterity + 3
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +3
Intelligence d6 ☑ +1 ☐ +2
Craft: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1 ☐ +2
Traits: Dwarf, Gunslinger
Favored Card: Armor or Weapon
Hand Size: 4 ☑ 5 ☑ 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.
☑ When you display a card that has the Ammunition trait for its power, you may draw a card.
Angban |
Start turn. Hour is The Eternal Rose. Display Hide Armor, then Adamantine Bullets and draw a card: Shock Musket +1. Explore, examining 2: Mammoth and Roc. Choose the latter. Reveal and bury Shock Musket.
Combat 19: 1d8 + 6 + 1d10 + 1 + 2d8 ⇒ (7) + 6 + (6) + 1 + (1, 4) = 25 Defeated!
Discard Achaekek to explore.
Rando explore: 1d10 ⇒ 8: Bloodroot Poison
Craft 9: 1d6 + 4 ⇒ (4) + 4 = 8 Darn
Recharge The Mute hag to examine top card:
Rando examine: 1d10 ⇒ 2: Roc->Reroll
Rando examine: 1d10 ⇒ 7: Zombie Minions (Henchman!)
Played harrow, so heal Achaekek.
End turn. No blessings or divine cards to recharge. No cards in discards to withering. Recharge Shock Musket from buried pile. Reset hand, drawing 3.
Hand: Ghostbane Shotgun +2, Pepperbox, Lucky Rifle +2, Poisoned Bullets, Cannon Master, Blessing of Alkenstar,
Displayed: Hide Armor, Adamantine Bullets,
Deck: 12 Discard: 0 Buried: 0
Display Bullets on Ezren's turn and draw 1:
Hand: Ghostbane Shotgun +2, Pepperbox, Lucky Rifle +2, Cannon Master, Blessing of Alkenstar, Dragon Pistol +1,
Displayed: Hide Armor, Adamantine Bullets, Poisoned Bullets,
Deck: 11 Discard: 0 Buried: 0
Current Location: Oubliette
Hero Points: 5
Shirt Reroll: available
NOTES:
Available Support: Pistol and shotgun add local support. Rifle adds 1d4 +1 to a distant combat check after the roll.
Movement: Nowhere until I draw my buckler. Graveyard if I must
Middle of Deck (Unknown Order): Powder Horn, Clockwork Owl, Gorum's Iron, Dragonbreath Shot, Benevolent Buckler, Blessing of Achaekek, The Lucky Drunk, Voidglass Armor, Toxic Blunderbuss +1
Recharged: The Mute Hag, Shock Musket +1,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Ranged: Dexterity + 3
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +3
Intelligence d6 ☑ +1 ☐ +2
Craft: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1 ☐ +2
Traits: Dwarf, Gunslinger
Favored Card: Armor or Weapon
Hand Size: 4 ☑ 5 ☑ 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.
☑ When you display a card that has the Ammunition trait for its power, you may draw a card.
Ezren the Explorer |
Desna’s Freedom: On each check, the first blessing played to bless may be played freely. Examine the top card of my deck: Lightning Bolt (Core). Draw it.
Draw the first 5 cards at Base. Keep and display #4 Neolandus Kalepopolis and draw a card: Chain Lightning (Core). Bury Neolandus Kalepopolis to draw ally #2 Cerulean Mastermind.
Discard The Eclipse to explore healing The Beating. Draw the top 5 cards of Base. Keep and display #2 Cressida Kroft and draw a card: Bound Imp (Core). Send Bound Imp (Core) to recovery to draw 2 cards: Nightspear and Mist Horn (Core).
Discard Cerulean Mastermind to explore. Draw the top 5 cards of Base. Keep and display #7 Ishani Dhatri and draw a card: Spellbook (Core). Bury Ishani Dhatri to draw random blessing #1 Gozreh’s Growth.
Discard Gozreh’s Growth to explore. Draw the top 5 cards of Base. Keep and display #8 Amin Jalento and draw a card: Lyrune-quah Truthspeaker. Bury Amin Jalento to draw random items #1 and #2. Keep #2 Silver War Paint and banish #1. Display Silver War Paint. Bury Cressida Kroft to draw an attack spell: Random spell #2 Wall Of Light.
Recharge Wall Of Light to examine the top of Base. Recharge Ring of Protection (Core) to explore. Draw the top 5 cards at Base. Keep and display #5 Keppira D’bear and draw a card: Fly (Core).
Cast Fly to examine the top card of Shrine: Fury Devil and Ossuary: Mammoth. Move to Graveyard. Silver War Paint prevents besieged.
Cast Locate Object. Card 1. Brawl, Card 2. Keen Spiked Chain. Encounter it.
Weapon 5
Traits
Chain
Melee
Piercing
Finesse
2-handed
Magic
Check
Strength
Acrobatics
Melee
15
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
melee 15 discarding Infernal Healing to add my intelligence, recharging Mist Horn (Core) to add 1d4: 1d6 + 1d12 + 1d4 + 4 ⇒ (4) + (9) + (1) + 4 = 18
Draw a card for acquiring a card with a non-combat check: The Beating. Discard The Beating to explore.
random card from the top: 1d5 ⇒ 4
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
combat 11 +5 +5 displaying Chain Lightning (Core), displaying Enhance (Intelligence), aided by Keppira D’bear: 1d12 + 3d6 + 1d4 + 12 ⇒ (4) + (3, 4, 6) + (3) + 12 = 32
Leech self: 1d4 - 1 ⇒ (2) - 1 = 1
Ezren has no blessings so Cogsnap must bury one. Recharge Lightning Bolt (Core) to examine the next card.
random from the top: 1d4 ⇒ 4
Graveyard Card 6: Ash Giant Zombie. Big nope on that one. Cast Soothing Word on myself. End turn. No divine cards or blessings in hand.
discard Nightspear to heal blessings and allies: 1d4 + 1 ⇒ (1) + 1 = 2
Bury Gozreh’s Growth to withering.
Ezren ends their turn.
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.
Fly (Core): Arcane 10: 1d12 + 1d4 + 6 ⇒ (5) + (1) + 6 = 12 -> Fly (Core) recharged.
Locate Object (Core): Arcane 8: 1d12 + 1d4 + 6 ⇒ (11) + (4) + 6 = 21 -> Locate Object (Core) recharged.
Soothing Word: Arcane 11: 1d12 + 1d4 + 6 ⇒ (5) + (2) + 6 = 13 -> Soothing Word recharged.
Chain Lightning (Core): Arcane 13: 1d12 + 1d4 + 6 ⇒ (3) + (1) + 6 = 10 -> Chain Lightning (Core) discarded.
Enhance: Arcane 7: 1d12 + 1d4 + 6 ⇒ (6) + (3) + 6 = 15 -> Enhance recharged.
Ezren resets their hand.
Hand: Keen Spiked Chain, Spellbook (Core), Lyrune-quah Truthspeaker, Giant Form, Disable Mechanism (Core), Good Omen (Core), Mist Horn (Core),
Displayed: Silver War Paint, Keppira D’bear,
Deck: 16 Discard: 2 Buried: 1
"Current Location: Graveyard
Hero Points: 6
Respect Points 6"
"NOTES:
Available Support: Folio reroll:
Blessings are available for use.Keppira D’bear: • 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.Giant Form: Display next to a local character. While displayed: This character's Strength and Constitution skills are 1d12+4.
Lyrune-quah Truthspeaker: On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
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+#.
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!"
"
Middle of Deck (Unknown Order): Lightning Bolt (Core), Frost Ray (Core), Death's Touch (Core), Wall Of Light, The Eclipse, Ring of Protection (Core), Leech, Infernal Healing, Nightspear, Headband of Mental Superiority, Cerulean Mastermind
Recharged: Bound Imp (Core), Fly (Core), Locate Object (Core), Soothing Word, Enhance,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane Intelligence +2
Craft Intelligence +1
Knowledge Intelligence +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.
[x] On your non-Intelligence check, you may discard a spell to add your Intelligence.
[x]When you defeat [x]or acquire) a card using a non-combat check, you may draw a card.
Base cards 2, 4, 5, 7, and 8 acquired.
Graveyard card 2 acquired. Card 5 banished. Card 6 is examined and on top.
Shrine card 1 examined: Fury Devil
Ossuary card 1 examined: Mammoth
Cogsnap buries a blessing.
Angban |
Guarding Ossuary. Summon Ancient Skeleton. Take 1BYA damage, recharge Hide Armor. For combat, bury pepperbox and dragon pistol.
11+ ## = 21: 1d8 + 6 + 1d6 + 2d6 ⇒ (5) + 6 + (4) + (2, 5) = 22 Success!
Ossuary guarded
Cogsnap - WilderRedbeard |
Off turn actions:
Bury BotElements during Ezren's encounter with the Accursed Priest.
During Sajan's turn, attempt to guard Graveyard.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Combat 9: 1d8 + 2 + 1d8 + 2 + 1d6 ⇒ (4) + 2 + (5) + 2 + (5) = 18
Send Flensing Jelly to recovery in place of Bottled Lightning. PoH adds 1d6.
Combat 11+#: 1d10 + 5 + 3d8 + 1d6 ⇒ (9) + 5 + (5, 5, 8) + (3) = 35 defeated
Graveyard guarded.
Recharge Returning Totem Spear to draw 2 Liquid/Alchemical Items from the box and keep 1: Silver War Paint (I4) & None available. Will likely keep the 2nd on if its # or a useful item for Cogsnap.
Recharge Flensing Jelly at the end of Sajan's turn.
Hand: Bottled Lightning, Crystalline Carnivore, The Snakebite, Acid Rain (acq),
Displayed: Potion of Heroism, Lyrune-quah Moon Maiden (loot),
Deck: 15 Discard: 0 Buried: 2
Current Location: Graveyard
Hero Points (Available): 2
NOTES:
Available Support: Feel free to use the following support if needed:
Local -
Distant -
L&D - The Snakebite
Other: Dice Re-Roll Used for 5D?: N
MorkXII - Sajan 1017 |
Lich time:
BA, discard The Publican to double bless.
Fort 4+#=9: 1d6 + 2 + 2d6 ⇒ (2) + 2 + (5, 5) = 14 Success.
Recharge Wayfinder for char power. Display Sklar-quah Thundercaller for +d6. Discard Incitation to bless
Combat 11+##=21: 1d8 + 6 + 1d10 + 3 + 1d6 + 1d8 ⇒ (6) + 6 + (10) + 3 + (1) + (1) = 27 Success.
Recharge Invigorating Temple Sword +2 for char power. +d6 from Sklar-quah Thundercaller. Recharge Ruan Mirukova for +d4. Discard the Locksmith to double bless.
Combat 12+##=22: 1d8 + 6 + 1d10 + 3 + 1d6 + 1d4 + 2d8 ⇒ (6) + 6 + (8) + 3 + (4) + (3) + (2, 6) = 38 Defeated.
Ruan heals: Incitation
Recharge Invigorating Temple Sword +2 to recharge: The Publican
Location automatically closes.
Heal a blessing on close: The Locksmith
Move to Crypt taking 1 Ranged combat damage, blocked by char power.
Recharge Sklar-quah Thundercaller.
Draw up to 6.
Skills and Powers:Hand: Invigorating Temple Sword +2, Amulet of Furious Fists, Ruan Mirukova, Blessing of the Gods, The Locksmith, The PublicanSkills STRENGTH d8
Melee +1
DEXTERITY d8 +3
Acrobatics +2
CONSTITUTION d6
Fortitude +2
INTELLIGENCE d6
WISDOM d8 +1
Perception +1
CHARISMA d6Powers
EXILED PADAPRAJNA
HAND SIZE 5 [X4] 6 R[X5] 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.
[X5] 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
Displayed: Blackjack's Gear, Blessing of Erastil, Pious Healer
Deck: 14 Discard: 0 Buried: 2
Hero Points: 3 Shirt Reroll Available (CCT-5D): Yes
Notes: Role: BlackjackRuan Mirukova:Ruan Mirukova
Ally 3Traits
Loot
Human
BardChecks
Charisma
Diplomacy
12Powers
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.Blessing of the Gods:Blessing of the Gods
Blessing BTraits
Divine
BasicChecks
NonePowers
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may treat this card as if it has the same powers as the top card of thie blessings discard pile.The Locksmith:The Locksmith
Blessing 1Traits
Suit: Keys
Harrow
VeteranChecks
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.The Publican:The Publican
Blessing 1Traits
Suit: Stars
Harrow
VeteranChecks
Wisdom
Diplomacy
4+#Powers
WHEN THIS IS THE HOUR
When you would discard an ally, recharge it instead.On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
MorkXII - Sajan 1017 |
During This Adventure: Adventure 5—Skeletons of Skarwall
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 5C: The Shrine of Midnight
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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.
Monster 3
Traits
Construct
Golem
Check
Combat
18
Powers
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster’s immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
Monster 5
Traits
Undead
Skeleton
Check
Combat
23
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
Monster 3
Traits
Animal
Aquatic
Check
Combat
18
Powers
Vulnerable to Cold.
If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Barrier 4
Traits
Trap
Magic
Check
Intelligence
Knowledge
13
OR
Disable
12
Powers
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
Barrier 3
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Barrier 3
Traits
Trap
Magic
Check
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 4
Traits
Trigger
Curse
Undead
Check
Intelligence
Perception
11
OR
Wisdom
Divine
13
Powers
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
Barrier 5
Traits
Curse
Task
Undead
Check
Intelligence
Perception
13
OR
Wisdom
11
Powers
If undefeated, display this barrier.
While displayed:
• At the start of your turn, move to a random location.
• Evade boons you encounter.
• You may not play boons except during encounters with banes.
• When a power would remove 1 of your scourges, you may instead banish this barrier.
Weapon 3
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
11
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Weapon 5
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
Weapon 4
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 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 3
Traits
Axe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
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
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
12
OR
Wisdom
Divine
10
Powers
When a local character defeats a monster that is not immune to Attack, display. While displayed:
• On your checks, add 1d4.
• At the end of the scenario, banish; if proficient, discard instead.
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 4
Traits
Magic
Divine
Attack
Fire
Check
Wisdom
Divine
12
Powers
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
Spell 0
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
6
Powers
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Armor 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
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
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
Survival
14
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
• If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
Armor 5
Traits
Loot
Heavy Armor
Magic
Check
Constitution
Divine
Fortitude
13
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 3.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
• If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
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.
Item 5
Traits
Accessory
Fire
Magic
Veteran
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
Item 4
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 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 3
Traits
Tool
Magic
Gambling
Check
Intelligence
Craft
Disable
10
Powers
Recharge to examine the bottom 3 cards of any character’s deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Item P2
Traits
Liquid
Alchemical
Check
Constitution
Divine
Fortitude
7
Powers
Banish or shuffle into another character’s deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Ally 3
Traits
Animal
Veteran
Check
Wisdom
Survival
9
Powers
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
Ally 3
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
Traits
Undead
Banshee
Barbarian
Check
Charisma
Diplomacy
12
OR
Bury A Weapon
0
Powers
Display. While displayed:
• On local combat or Constitution checks, add 1d6.
• At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
Ally 4
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
Traits
Undead
Ghost
Aristocrat
Check
Charisma
Diplomacy
12
OR
Bury A Divine Boon
0
Powers
Display. While displayed:
• On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
• At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: 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 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.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Turn: 6 Cogsnap/Wilderredbeard
Top of Blessing Discard Pile: Nethys’s Duality - When this is the hour: On your check against a spell, add 1d4.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessings Remaining: 24
Blessings Deck
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.
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
You may not use powers to reroll dice.
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
The first time you examine cards this turn, heal 1d4-1 cards.
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
After your first exploration of your turn, you may discard a card to explore.
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Blessing 3
Traits
Deity: Lamashtu
Divine
Check
Intelligence
Arcane
Divine
8
Powers
WHEN THIS IS THE HOUR
When you fail to acquire a boon, you may shuffle it and a new monster into its location.
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessing 3
Traits
Deity: Abadar
Divine
Check
Craft
Divine
8
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, you may recharge a card.
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, bury it.
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessing 1
Traits
Deity: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Deity: 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 2
Traits
Deity: Lamashtu
Divine
Veteran
Check
Intelligence
Arcane
Divine
5+#
Powers
WHEN THIS IS THE HOUR
On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessing 0
Traits
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 3
Traits
Deity: Rovagug
Divine
Check
Banish A Boon
0
Powers
WHEN THIS IS THE HOUR
You may banish a random blessing from your discards to explore.
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 1
Traits
Deity: 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 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.
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Cathedral
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
Crypt
Traits: Sacred, Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M:4 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:2
Located here: Radovan, Sajan
Notes: Sayona
Spell 5
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
14
Powers
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
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.
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.
Barrier 1
Traits
Cache
Veteran
Check
Intelligence
Knowledge
7+#
Powers
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Monster 1
Traits
Outsider
Elemental
Fire
Veteran
Check
Combat
11+##
Powers
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Story Bane Monster 2
Traits
Undead
Mummy
Veteran
Check
Combat
14+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
Monster 5
Traits
Undead
Sayona
Check
Combat
21
Powers
Immune to Mental and Poison.
Resistant to Cold.
On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
Monster 4
Traits
Gargoyle
Check
Combat
21
Powers
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
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.
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.
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.
Shrine
Traits: Sacred, Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M:2 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:2
Notes: Fury Devil
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 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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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.
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 5
Traits
Trap
Fire
Undead
Check
Intelligence
Perception
10
OR
Constitution
Fortitude
12
Powers
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
Spell 5
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
13
Powers
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
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.
Monster 5
Traits
Outsider
Devil
Check
Combat
23
Powers
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
Blessing 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
Oubliette
Traits: Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M:3 Ba:2 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:2
Barrier 5
Traits
Trigger
Curse
Check
Wisdom
Disable
Perception
10
Powers
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Monster 1
Traits
Human
Rogue
Veteran
Check
Combat
9+##
OR
Stealth
5+#
Powers
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Monster 5
Traits
Undead
Ghoul
Fire
Check
Combat
20
Powers
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Weapon 4
Traits
Hammer
Melee
Bludgeoning
2-handed
Respect
Magic
Check
Strength
Melee
15
Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 5
Traits
Axe
Melee
Slashing
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
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.
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.
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.
Ally 4
Traits
Loot
Human
Hireling
Check
Charisma
Diplomacy
10
OR
Knowledge
9
Powers
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Ossuary
Traits: Sacred, Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M:2 Ba:1 W:2 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Angban
Notes: Mammoth, no villain
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Armor 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.
Monster 3
Traits
Animal
Check
Combat
18
OR
Survival
9
Powers
Before acting, each local character suffers 1 Combat damage.
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+#.
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
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.
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.
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.
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:2 W:1 Sp:1 Ar:0 I:2 Al:0 Bl:0 ?:2
Notes: Zombie Minions
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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.
Monster 0
Traits
Undead
Zombie
Veteran
Check
Combat
9+##
Powers
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
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.
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.
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.
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.
Story Bane Monster 3
Traits
Undead
Lich
Veteran
Check
Combat
12+##
THEN
Combat
11+##
Powers
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.
Item 4
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Graveyard
Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Cogsnap,Ezren
Notes: Brawl, no villain
Monster 5
Traits
Undead
Zombie
Check
Combat
24
Powers
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Monster 5
Traits
Construct
Golem
Veteran
Check
Combat
19+#
Powers
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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 ?:1
Supporter 1
Traits
Human
Bard
Veteran
Check
Powers
Display. While displayed:
• On any non-combat check, you may bury to add 1d4+#.
• □ You may bury to heal a character a card and/or remove a scourge from them.
Supporter 1
Traits
Human
Expert
Check
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6.
• □ On any combat check, you may bury to reroll.
Supporter 1
Traits
Human
Shaman
Respect
Check
Powers
Display. While displayed:
• You may bury to heal a character 1d4+1 cards.
• □ You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Supporter 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.
Supporter 4
Traits
Human
Barbarian
Respect
Check
Powers
Display. While displayed:
• On any Strength check or any check against a monster, you may bury to add 1d10.
• □ When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
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.
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.
Cogsnap - WilderRedbeard |
The hour of Nethys's Duality
When this is the hour: On your check against a spell, add 1d4.
Give Acid Rain (Spell 4) to Ezren.
Remain at Graveyard.
Explore:
Traits
Undead
Zombie
Check
Combat
24
Powers
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Combat 24: 2d12 + 4 + 2d4 + 1d6 ⇒ (9, 8) + 4 + (2, 2) + (1) = 26 defeated
Recharge The Snakebite to draw 2 Liquid/Alchemical Items from the box and keep 1: The Unveiling & (none available). Probably keep 2nd one if it's better than an Item 2.
End turn. Send Bloodroot Poison to recovery in place of Potion of Heroism. Attempt recovery and recharge all Alchemical boons per Cogsnap's power (Crystalline Carnivore & Bloodroot Poison). Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached:
ambient sound of clinking bottles
SMACK
"Hahahaha! You're going to have to teach me this one sometime, Ezren! Look how big my hand is! That zombie didn't stand a chance!
Hey, pick on someone your own size, eh? HA!
Hand: Deathbane Sling, Armored Coat, Bottled Lightning, Alkali Flask, Liquid Persuasion, Ambrosia, L/A Item Placeholder,
Displayed: Potion of Heroism,
Deck: 14 Discard: 0 Buried: 2
Current Location: Graveyard
Hero Points (Available): 2
NOTES:
Available Support: Feel free to use the following support if needed:
Local - Bottled Lightning, Liquid Persuasion, Ambrosia
Distant -
L&D - Deathbane Sling,
Other: Dice Re-Roll Used for 5D?: N
Middle of Deck (Unknown Order): Elixir of Focus
Recharged: Dread Helm (acq), Blessing of the Elements 1, Blackfingers, Lyrune-quah Moon Maiden (loot), Potion of Restoration, Acid Flask, Ambrosia (acq), Stone Skin, Returning Totem Spear (loot), Flensing Jelly, The Snakebite, Crystalline Carnivore, Bloodroot Poison (acq),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☐ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Weapons, Alchemical, Arcane
POWERS: BLOODBOMBER Role Card
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [X] During recovery, you may discard ([X] 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.
Ezren the Explorer |
Ezren attempts to recover all cards in their Recovery pile.
Giant Form: Arcane 15 including hour: 1d12 + 2d4 + 6 ⇒ (6) + (3, 2) + 6 = 17 -> Giant Form recharged.
MorkXII - Sajan 1017 |
During This Adventure: Adventure 5—Skeletons of Skarwall
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 5C: The Shrine of Midnight
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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
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.
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.
Monster 5
Traits
Outsider
Devil
Check
Combat
23
Powers
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.
Monster 5
Traits
Undead
Skeleton
Check
Combat
23
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
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 1
Traits
Cache
Task
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Barrier 3
Traits
Trap
Magic
Check
Combat
16
OR
Acrobatics
Disable
Stealth
9
Powers
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
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 1
Traits
Obstacle
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
Survival
8+#
Powers
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Weapon 3
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
11
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Weapon 3
Traits
Axe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 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 5
Traits
Sling
Ranged
Bludgeoning
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
Weapon 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.
Spell 5
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
12
OR
Wisdom
Divine
10
Powers
When a local character defeats a monster that is not immune to Attack, display. While displayed:
• On your checks, add 1d4.
• At the end of the scenario, banish; if proficient, discard instead.
Spell 4
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
10
Powers
Display next to a character. While displayed:
• On this character’s combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Spell 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 0
Traits
Magic
Arcane
Divine
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
Freely display next to a local character and choose a skill. While displayed:
• On their checks using that skill, add 1+#.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
12
Powers
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead.
Armor 3
Traits
Heavy Armor
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 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
• On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
Armor 4
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
Traits
Heavy Armor
Magic
Loot
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer any damage, you may recharge to reduce it by 1.
• When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
11
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
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 5
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
13
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
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 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 5
Traits
Accessory
Fire
Magic
Veteran
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
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
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
Traits
Undead
Ghost
Check
Wisdom
Survival
13
OR
Suffer The Scourge Frightened
0
Powers
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
Ally 3
Traits
Human
Wizard
Check
Intelligence
Arcane
10
OR
Charisma
Diplomacy
14
Powers
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
Ally 4
Traits
Outsider
Agathion
Healing
Check
Wisdom
Survival
11
OR
Divine
9
Powers
At the end of a local character’s turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessing 3
Traits
Deity: Gorum
Divine
Check
Divine
Melee
Ranged
8
Powers
WHEN THIS IS THE HOUR
On your combat check, you may reveal any number of weapons; for each, add 1.
On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.
Blessing 2
Traits
Deity: Urgathoa
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Blessing 3
Traits
Deity: Torag
Divine
Check
Strength
Craft
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
Blessing 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.
Turn: 7 Radovan/Katlyn99
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.
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: 23
Blessings Deck
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
You may not use powers to reroll dice.
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
The first time you examine cards this turn, heal 1d4-1 cards.
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
After your first exploration of your turn, you may discard a card to explore.
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Blessing 3
Traits
Deity: Lamashtu
Divine
Check
Intelligence
Arcane
Divine
8
Powers
WHEN THIS IS THE HOUR
When you fail to acquire a boon, you may shuffle it and a new monster into its location.
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessing 3
Traits
Deity: Abadar
Divine
Check
Craft
Divine
8
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, you may recharge a card.
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, bury it.
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessing 1
Traits
Deity: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Deity: 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 2
Traits
Deity: Lamashtu
Divine
Veteran
Check
Intelligence
Arcane
Divine
5+#
Powers
WHEN THIS IS THE HOUR
On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessing 0
Traits
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 3
Traits
Deity: Rovagug
Divine
Check
Banish A Boon
0
Powers
WHEN THIS IS THE HOUR
You may banish a random blessing from your discards to explore.
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 1
Traits
Deity: 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 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.
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Cathedral
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
Crypt
Traits: Sacred, Underground
Urban
At This Location: The difficulty of checks against Undead banes is increased by 3.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
M:4 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:2
Located here: Radovan, Sajan
Notes: Sayona
Spell 5
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
14
Powers
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
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.
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.
Barrier 1
Traits
Cache
Veteran
Check
Intelligence
Knowledge
7+#
Powers
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Monster 1
Traits
Outsider
Elemental
Fire
Veteran
Check
Combat
11+##
Powers
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Story Bane Monster 2
Traits
Undead
Mummy
Veteran
Check
Combat
14+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Fire.
If undefeated, bury your discards and suffer the scourge Wounded.
Monster 5
Traits
Undead
Sayona
Check
Combat
21
Powers
Immune to Mental and Poison.
Resistant to Cold.
On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
Monster 4
Traits
Gargoyle
Check
Combat
21
Powers
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
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.
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.
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.
Shrine
Traits: Sacred, Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M:2 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:2
Notes: Fury Devil
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 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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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.
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 5
Traits
Trap
Fire
Undead
Check
Intelligence
Perception
10
OR
Constitution
Fortitude
12
Powers
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
Spell 5
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
13
Powers
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
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.
Monster 5
Traits
Outsider
Devil
Check
Combat
23
Powers
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
Blessing 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
Oubliette
Traits: Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M:3 Ba:2 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:2
Barrier 5
Traits
Trigger
Curse
Check
Wisdom
Disable
Perception
10
Powers
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Monster 1
Traits
Human
Rogue
Veteran
Check
Combat
9+##
OR
Stealth
5+#
Powers
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Monster 5
Traits
Undead
Ghoul
Fire
Check
Combat
20
Powers
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Weapon 4
Traits
Hammer
Melee
Bludgeoning
2-handed
Respect
Magic
Check
Strength
Melee
15
Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 5
Traits
Axe
Melee
Slashing
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
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.
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.
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.
Ally 4
Traits
Loot
Human
Hireling
Check
Charisma
Diplomacy
10
OR
Knowledge
9
Powers
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Ossuary
Traits: Sacred, Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M:2 Ba:1 W:2 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Angban
Notes: Mammoth, no villain
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Armor 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.
Monster 3
Traits
Animal
Check
Combat
18
OR
Survival
9
Powers
Before acting, each local character suffers 1 Combat damage.
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+#.
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
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.
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.
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.
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:2 W:1 Sp:1 Ar:0 I:2 Al:0 Bl:0 ?:2
Notes: Zombie Minions
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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.
Monster 0
Traits
Undead
Zombie
Veteran
Check
Combat
9+##
Powers
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
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.
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.
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.
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.
Story Bane Monster 3
Traits
Undead
Lich
Veteran
Check
Combat
12+##
THEN
Combat
11+##
Powers
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.
Item 4
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Graveyard
Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Cogsnap,Ezren
Notes: Brawl, no villain
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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Monster 5
Traits
Construct
Golem
Veteran
Check
Combat
19+#
Powers
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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 ?:1
Supporter 1
Traits
Human
Bard
Veteran
Check
Powers
Display. While displayed:
• On any non-combat check, you may bury to add 1d4+#.
• □ You may bury to heal a character a card and/or remove a scourge from them.
Supporter 1
Traits
Human
Expert
Check
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6.
• □ On any combat check, you may bury to reroll.
Supporter 1
Traits
Human
Shaman
Respect
Check
Powers
Display. While displayed:
• You may bury to heal a character 1d4+1 cards.
• □ You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Supporter 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.
Supporter 4
Traits
Human
Barbarian
Respect
Check
Powers
Display. While displayed:
• On any Strength check or any check against a monster, you may bury to add 1d10.
• □ When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
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.
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.
Radovan - Katlyn99 |
OFF-TURN ACTIONS: Sajans turn - display Sentinel Devil (5) next to Quang due to Sajan taking damage.
Hourglass Discard: The First
WHEN THIS IS THE HOUR: When you would fail a check, you may bury 1 card to reroll 1 die.
Start of Turn: Ring of Regeneration
Ring of Regeneration: 1d2 ⇒ 2 Appleslayer recharged.
Explore: Disintegrate
Spell 5 with no hope of getting it myself. Evading.
Discard Snick to explore.
Random Crypt card: 1d11 ⇒ 9
Explore: Prayer
Wisdom 3: 1d6 ⇒ 3
Discard Prayer to explore.
Random Crypt card: 1d11 ⇒ 10
Explore: Garden Guardian
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
Bury Sentinel Devil (5)
Fortitude 7: 1d8 + 2 + 1d6 + 5 ⇒ (6) + 2 + (3) + 5 = 16
Discard Shadowless Sword. Not applying Fell Viridio since its immune to poison.
Combat 15: 1d8 + 1d4 + 1 + 1d8 + 2 + 1d6 + 5 ⇒ (8) + (3) + 1 + (6) + 2 + (4) + 5 = 29
Garden Guardian defeated and banished. Display Ghost (1) next to Quang due to defeating a monster.
Discard The Locksmith to explore.
Random Crypt card: 1d11 ⇒ 6
Explore: Mummy
Reload Blackjacks Rapier. Freely recharge Limning Starknife. Not applying Fell Viridio since its immune to poison. It is vulnerable to the fire trait that Norge grants me
Combat 14+5+5-4: 1d8 + 6 + 1d4 + 1 + 1d6 + 2 + 1d4 + 1d4 + 1 ⇒ (1) + 6 + (4) + 1 + (2) + 2 + (4) + (4) + 1 = 25
Mummy defeated and banished. Display Mist Horror (3) next to Quang due to defeating a monster.
When Closing: Succeed at a Wisdom or Divine 5+# check.
Bury Mist Horror (3). Sajan plays The Publican
Wisdom 5+5: 3d6 + 1d6 + 3 ⇒ (5, 3, 5) + (3) + 3 = 19
Crypt closed
When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it.
Examine: The First
Drawing The First from the top of the hourglass.
Radovan moves to the Ossuary on the close.
End of Turn Actions: Ring of Regeneration, Scenario effect, Withering
Ring of Regeneration: 1d5 ⇒ 5 The Locksmith recharged.
Scenario effect - The First recharged
Withering: 1d4 ⇒ 1 Zae buried.
"
Hand: Blackjack's Rapier, The Savored Sting, Ring of Regeneration, The Joke, The Vision, Grogul,
Displayed: Bloodroot Poison (Core), Sable Company Leathers,
Deck: 11 Discard: 3 Buried: 3
Current Location: Ossuary
Hero Points: 4/4
Reroll used? No
NOTES:
Available Support: Feel free to use my blessing(s). The Winged Serpent recharges to bless distant checks.
Movement: Move me to wherever the most monsters are when my location closes.
Displayed cards next to Devil Form(s): Displayed Devil Forms
Quang (OOC d6): Ghost (1)
Norge (Fire IC d8):
Fell Viridio (Poison IC 2d6):
Middle of Deck (Unknown Order): Red Leathers, The Winged Serpent, Shock Kukri, Belt of Physical Might (Core), Mist Horror (3)
Recharged: Rodrick, The Winged Serpent (harrow), Appleslayer, Limning Starknife (loot), The Locksmith, The First,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Acrobatics: Dexterity +2 (Quang displayed)
Fortitude: Constitution +2 (Norge displayed)
Perception: Charisma +2 (Fell Viridio)
Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms) (☑ or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
On your non-2-Handed combat check, add 1d4 (□ 1d6); add another 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
☑ When a monster encountered by a character at your location is undefeated (☑ or when you defeat a monster), display a monster from the box next to a displayed devil form.
You may evade your encounter. (Quang displayed)
When you acquire a boon, you may display it next to Quang. (Quang displayed)
On your non-combat check, you may bury a card displayed next to Quang to add 1d6 plus that card's adventure deck number. (Quang displayed)
Reduce Fire damage dealt to you to 0. (Norge displayed)
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (Norge displayed)
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number. (Norge displayed)
Reduce Poison damage dealt to you to 0. (Fell Viridio displayed)
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. (Fell Viridio displayed)
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number. (Fell Viridio displayed)
MorkXII - Sajan 1017 |
During This Adventure: Adventure 5—Skeletons of Skarwall
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 5C: The Shrine of Midnight
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 5
Traits
Outsider
Hag
Check
Combat
21
Powers
Immune to Cold and Fire. Resistant to Attack.
When you discard cards as damage, you must first choose items.
If undefeated, suffer the scourge Plagued.
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 2
Traits
Troll
Veteran
Check
Combat
8+##
THEN
Combat
10+##
Powers
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Monster 2
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
6+#
Powers
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
Barrier 4
Traits
Trigger
Curse
Undead
Check
Intelligence
Perception
11
OR
Wisdom
Divine
13
Powers
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
Barrier 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 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 4
Traits
Trap
Magic
Check
Intelligence
Knowledge
13
OR
Disable
12
Powers
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
Barrier 1
Traits
Cache
Task
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Weapon 3
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
11
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Weapon 5
Traits
Sling
Ranged
Bludgeoning
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.
Weapon 4
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Weapon 3
Traits
Axe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 5
Traits
Hammer
Melee
Bludgeoning
Fire
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
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 5
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
14
Powers
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
Spell 4
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Spell 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.
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 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
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 5
Traits
Light Armor
Magic
Check
Constitution
Divine
Fortitude
13
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
• On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Armor 3
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.
Item 4
Traits
Accessory
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
9
Powers
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
Item 3
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
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 5
Traits
Accessory
Magic
Check
Intelligence
Craft
12
Powers
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
Item 4
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.
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
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
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 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 P5
Traits
Outsider
Eidolon
Arcane
Check
Arcane
Divine
13
Powers
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word “bury” in this power as “discard.”
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Turn: 8 Angban/eddiephlash
Top of Blessing Discard Pile: The Inquisitor - When this is the hour: You may not use powers to reroll dice.
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 Remaining: 21
Blessings Deck
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
The first time you examine cards this turn, heal 1d4-1 cards.
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
After your first exploration of your turn, you may discard a card to explore.
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Blessing 3
Traits
Deity: Lamashtu
Divine
Check
Intelligence
Arcane
Divine
8
Powers
WHEN THIS IS THE HOUR
When you fail to acquire a boon, you may shuffle it and a new monster into its location.
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessing 3
Traits
Deity: Abadar
Divine
Check
Craft
Divine
8
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, you may recharge a card.
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, bury it.
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessing 1
Traits
Deity: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Deity: 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 2
Traits
Deity: Lamashtu
Divine
Veteran
Check
Intelligence
Arcane
Divine
5+#
Powers
WHEN THIS IS THE HOUR
On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessing 0
Traits
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 3
Traits
Deity: Rovagug
Divine
Check
Banish A Boon
0
Powers
WHEN THIS IS THE HOUR
You may banish a random blessing from your discards to explore.
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 1
Traits
Deity: 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 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.
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Cathedral
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
Crypt
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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 ?:2
Notes: Fury Devil
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 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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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.
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 5
Traits
Trap
Fire
Undead
Check
Intelligence
Perception
10
OR
Constitution
Fortitude
12
Powers
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
Spell 5
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
13
Powers
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
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.
Monster 5
Traits
Outsider
Devil
Check
Combat
23
Powers
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
Blessing 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
Oubliette
Traits: Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M:3 Ba:2 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:2
Barrier 5
Traits
Trigger
Curse
Check
Wisdom
Disable
Perception
10
Powers
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Monster 1
Traits
Human
Rogue
Veteran
Check
Combat
9+##
OR
Stealth
5+#
Powers
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Monster 5
Traits
Undead
Ghoul
Fire
Check
Combat
20
Powers
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Weapon 4
Traits
Hammer
Melee
Bludgeoning
2-handed
Respect
Magic
Check
Strength
Melee
15
Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 5
Traits
Axe
Melee
Slashing
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
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.
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.
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.
Ally 4
Traits
Loot
Human
Hireling
Check
Charisma
Diplomacy
10
OR
Knowledge
9
Powers
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Ossuary
Traits: Sacred, Urban
At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings.
When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated.
When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile.
M:2 Ba:1 W:2 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Angban, Radovan,
Notes: Mammoth, no villain
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Armor 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.
Monster 3
Traits
Animal
Check
Combat
18
OR
Survival
9
Powers
Before acting, each local character suffers 1 Combat damage.
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+#.
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
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.
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.
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.
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:2 W:1 Sp:1 Ar:0 I:2 Al:0 Bl:0 ?:2
Located here: Sajan
Notes: Zombie Minions
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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.
Monster 0
Traits
Undead
Zombie
Veteran
Check
Combat
9+##
Powers
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
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.
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.
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.
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.
Story Bane Monster 3
Traits
Undead
Lich
Veteran
Check
Combat
12+##
THEN
Combat
11+##
Powers
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.
Item 4
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Graveyard
Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Cogsnap,Ezren
Notes: Brawl, no villain
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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Monster 5
Traits
Construct
Golem
Veteran
Check
Combat
19+#
Powers
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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 ?:1
Supporter 1
Traits
Human
Bard
Veteran
Check
Powers
Display. While displayed:
• On any non-combat check, you may bury to add 1d4+#.
• □ You may bury to heal a character a card and/or remove a scourge from them.
Supporter 1
Traits
Human
Expert
Check
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6.
• □ On any combat check, you may bury to reroll.
Supporter 1
Traits
Human
Shaman
Respect
Check
Powers
Display. While displayed:
• You may bury to heal a character 1d4+1 cards.
• □ You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Supporter 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.
Supporter 4
Traits
Human
Barbarian
Respect
Check
Powers
Display. While displayed:
• On any Strength check or any check against a monster, you may bury to add 1d10.
• □ When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
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.
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.
Angban |
Start turn. Hour is The Inquisitor - No rerolls. Explore, examining 2: Ancient Skeletons and Bearskin Armor. Must fight the skeletons. First check, reveal Lucky rifle.
Combat 9: 1d8 + 6 + 1d12 + 2 ⇒ (7) + 6 + (11) + 2 = 26
Second check, reveal and bury ghostbane shotgun.
Combat 11 + # = 16: 1d8 + 6 + 2d4 + 2 + 2d4 ⇒ (3) + 6 + (4, 1) + 2 + (1, 1) = 18 3 1s become 2s, making this a successful 21
Attempt to close, Radovan and I both summon an Ancient Skeleton. I'll go first, and if successful, Radovan can evade. BYA recharge Alkenstar. Then Reveal Lucky Rifle and bury Cannon Master.
Combat 11+##=21: 1d8 + 6 + 1d12 + 2 + 2d6 ⇒ (7) + 6 + (5) + 2 + (5, 3) = 28 Defeated!
Ossuary closed! No cards in discards to exchange. Move to Oubliette. Discard Lucky Rifle to Besieged.
End turn. Bury Lucky Rifle to Withering. Recharge it. Reset hand, drawing 6.
Hand: The Lucky Drunk, Clockwork Owl, Toxic Blunderbuss +1, Blessing of Achaekek, Gorum's Iron, Voidglass Armor,
Displayed: Adamantine Bullets, Poisoned Bullets,
Deck: 8 Discard: 0 Buried: 4
Current Location: Oubliette
Hero Points: 5
Shirt Reroll: available
NOTES:
Available Support: Lucky drunk double blesses a local check. Achaekek double blesses vs story banes. Gorum's Iron recharges to bless non-Attack combat.
Movement: Nowhere until I draw my buckler. Graveyard if I must
Middle of Deck (Unknown Order): Dragonbreath Shot, Powder Horn, Benevolent Buckler
Recharged: The Mute Hag, Shock Musket +1, Hide Armor, Blessing of Alkenstar, Lucky Rifle +2,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Ranged: Dexterity + 3
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +3
Intelligence d6 ☑ +1 ☐ +2
Craft: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1 ☐ +2
Traits: Dwarf, Gunslinger
Favored Card: Armor or Weapon
Hand Size: 4 ☑ 5 ☑ 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.
☑ When you display a card that has the Ammunition trait for its power, you may draw a card.
Ezren the Explorer |
The Hidden Truth: The first time you examine cards this turn, heal 1d4-1 cards. Examine the top card of my deck: Nightspear.
heal due to hour: 1d4 - 1 ⇒ (4) - 1 = 3
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.
Cogsnap summons and encounters Brawl.
strength 4 +5 discarding Acid Rain to add my intelligence: 1d6 + 1d12 + 4 ⇒ (2) + (3) + 4 = 9
Recharge Disable Mechanism (Core) to examine Graveyard Card 2: Zombie Minions. Don't have the resources to face it so ending my turn.
Hand: Keen Spiked Chain, Spellbook (Core), Lyrune-quah Truthspeaker, Ring of Protection (Core), Death's Touch (Core), Good Omen (Core), Mist Horn (Core),
Displayed: Silver War Paint, Keppira D’bear,
Deck: 18 Discard: 1 Buried: 1
"Current Location: Graveyard
Hero Points: 6
Respect Points 6"
"NOTES:
Available Support: Folio reroll:
Blessings are available for use.Keppira D’bear: • 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.Lyrune-quah Truthspeaker: On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.
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!"
"
Middle of Deck (Unknown Order): Leech, The Eclipse, Enhance, Infernal Healing, Chain Lightning (Core), Wall Of Light, Locate Object (Core), Nightspear, Cerulean Mastermind, Lightning Bolt (Core), Soothing Word, The Beating, Giant Form, Headband of Mental Superiority, Bound Imp (Core), Fly (Core), Frost Ray (Core)
Recharged: Disable Mechanism (Core),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane Intelligence +2
Craft Intelligence +1
Knowledge Intelligence +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.
[x] On your non-Intelligence check, you may discard a spell to add your Intelligence.
[x]When you defeat [x]or acquire) a card using a non-combat check, you may draw a card.
Graveyard card 1 banished. Card 2 examined.
Cogsnap must summon and encounter Brawl.
Hour heals for 1d4 -1 if you can examine off-turn.
Radovan - Katlyn99 |
OFF-TURN ACTIONS: Angbans turn - fight an Ancient Skeleton
Encounter: Ancient Skeleton
Before acting, either recharge a Divine card or suffer 1 Combat damage.
Recharge The Savored Sting
Reveal Bkalckjacks rapier, dont apply Fell Viridio since immune to poison, recharge Sable Company Leathers
Combat 11+5+5: 1d8 + 6 + 1d4 + 1 + 1d6 + 2 + 6 ⇒ (4) + 6 + (2) + 1 + (5) + 2 + 6 = 26
Ancient skeleton defeated. Display Soul Mistress (5) next to Quang due to defeating a mosnter.
Move to Graveyard when Ossuary closed.
"
Hand: Blackjack's Rapier, Ring of Regeneration, The Joke, The Vision, Grogul,
Displayed: Bloodroot Poison (Core),
Deck: 13 Discard: 3 Buried: 3
Current Location: Graveyard
Hero Points: 4/4
Reroll used? No
NOTES:
Available Support: Feel free to use my blessing(s). The Winged Serpent recharges to bless distant checks.
Movement: Move me to wherever the most monsters are when my location closes.
Displayed cards next to Devil Form(s): Displayed Devil Forms
Quang (OOC d6): Ghost (1), Soul Mistress (5)
Norge (Fire IC d8):
Fell Viridio (Poison IC 2d6):
Middle of Deck (Unknown Order): The Winged Serpent, Mist Horror (3), Red Leathers, Shock Kukri, Belt of Physical Might (Core)
Recharged: Rodrick, The Winged Serpent (harrow), Appleslayer, Limning Starknife (loot), The Locksmith, Iomedae's Justice, The Savored Sting, Sable Company Leathers,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Acrobatics: Dexterity +2 (Quang displayed)
Fortitude: Constitution +2 (Norge displayed)
Perception: Charisma +2 (Fell Viridio)
Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms) (☑ or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
On your non-2-Handed combat check, add 1d4 (□ 1d6); add another 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
☑ When a monster encountered by a character at your location is undefeated (☑ or when you defeat a monster), display a monster from the box next to a displayed devil form.
You may evade your encounter. (Quang displayed)
When you acquire a boon, you may display it next to Quang. (Quang displayed)
On your non-combat check, you may bury a card displayed next to Quang to add 1d6 plus that card's adventure deck number. (Quang displayed)
Reduce Fire damage dealt to you to 0. (Norge displayed)
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (Norge displayed)
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number. (Norge displayed)
Reduce Poison damage dealt to you to 0. (Fell Viridio displayed)
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. (Fell Viridio displayed)
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number. (Fell Viridio displayed)
MorkXII - Sajan 1017 |
Hour: After your first exploration of your turn, you may discard a card to explore.
Explore: Zombie Minions
Reveal Invigorating Temple Sword +2
Combat 9: 1d8 + 5 + 1d8 + 2 ⇒ (6) + 5 + (5) + 2 = 18
Recharge Invigorating Temple Sword +2 for char power, reveal Amulet
Combat 11+#=16: 1d8 + 5 + 1d10 + 3 + 2d6 ⇒ (6) + 5 + (2) + 3 + (2, 5) = 23 Defeated.
Close:
Summon a new armor: Totem Klar
Recharge Ruan Mirukova for +d4, discard The Locksmith to bless.
Melee 11: 1d8 + 1 + 1d4 + 1d8 ⇒ (6) + 1 + (3) + (5) = 15 Acquired, closed, but not closed, because the villain is here.
Ruan heals: The Locksmith.
Draw up to 6.
Skills and Powers:Hand: Invigorating Temple Sword +2, Totem Klar, Amulet of Fiery Fists, Amulet of Furious Fists, Blessing of Abadar, OrisonSkills STRENGTH d8
Melee +1
DEXTERITY d8 +3
Acrobatics +2
CONSTITUTION d6
Fortitude +2
INTELLIGENCE d6
WISDOM d8 +1
Perception +1
CHARISMA d6Powers
EXILED PADAPRAJNA
HAND SIZE 5 [X4] 6 R[X5] 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.
[X5] 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
Displayed: Blackjack's Gear, Blessing of Erastil, Pious Healer
Deck: 14 Discard: 0 Buried: 3
Hero Points: 3 Shirt Reroll Available (CCT-5C): Yes
Notes: Role: BlackjackAmulet of Fiery Fists:Amulet of Fiery Fists
Item 2Traits
Accessory
MagicChecks
Wisdom
Divine
7
or
Intelligence
Arcane
9Powers
Reveal this card to add 1d8 and the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check.Blessing of Abadar:Blessing of Abadar
Blessing 1Traits
Divine
AbadarPowers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.Orison:Orison
Blessing 0Traits
DivineChecks
Wisdom
Divine
2Powers
WHEN THIS IS THE HOUR: No effect.On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
MorkXII - Sajan 1017 |
During This Adventure: Adventure 5—Skeletons of Skarwall
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 5C: The Shrine of Midnight
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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
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.
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
Traits
Undead
Check
Combat
20
THEN
Combat
20
Powers
Immune to Mental and Poison.
Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
If undefeated, suffer the scourge Drained.
Monster 3
Traits
Construct
Golem
Check
Combat
18
Powers
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster’s immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Barrier 1
Traits
Trap
Magic
Veteran
Trigger
Check
Arcane
Divine
4+#
OR
Disable
6+#
Powers
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Barrier 3
Traits
Cache
Lock
Trap
Magic
Check
Disable
8
OR
Fortitude
10
Powers
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier’s location with the scourge Poisoned and banish this barrier.
Barrier 3
Traits
Trap
Magic
Check
Combat
16
OR
Acrobatics
Disable
Stealth
9
Powers
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
Barrier 3
Traits
Trap
Magic
Check
Dexterity
Acrobatics
Perception
11
OR
Disable
9
Powers
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Weapon 3
Traits
Chain
Ranged
Bludgeoning
Acid
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Weapon 3
Traits
Axe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 5
Traits
Hammer
Melee
Bludgeoning
Fire
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
Weapon 3
Traits
Sword
Melee
Slashing
Magic
Loot
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
Weapon 5
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
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 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 5
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Wisdom
Arcane
Divine
12
Powers
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Spell 4
Traits
Magic
Divine
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.
Armor 5
Traits
Light Armor
Magic
Check
Constitution
Divine
Fortitude
13
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
• On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Armor 4
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Armor 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
• On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
Armor 3
Traits
Heavy Armor
Helm
Gray Maiden
Magic
Check
Constitution
Diplomacy
Fortitude
10
Powers
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
Armor 5
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
Survival
14
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
• If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
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
Traits
Tool
Magic
Gambling
Check
Intelligence
Craft
Disable
10
Powers
Recharge to examine the bottom 3 cards of any character’s deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Item 5
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
13
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Item 2
Traits
Wand
Magic
Arcane
Divine
Attack
Fire
Veteran
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
11
Powers
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Item 3
Traits
Object
Magic
Harrow
Check
Wisdom
Arcane
Divine
Perception
8
Powers
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
Ally 5
Traits
Undead
Banshee
Barbarian
Check
Charisma
Diplomacy
12
OR
Bury A Weapon
0
Powers
Display. While displayed:
• On local combat or Constitution checks, add 1d6.
• At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
Ally 3
Traits
Vermin
Check
Wisdom
Survival
10
OR
Craft
11
Powers
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
Ally 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 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
Traits
Undead
Ghost
Medium
Harrow
Check
Wisdom
Divine
12
OR
Bury A Harrow
Card
0
Powers
Display. While displayed:
• Harrow boons may be recharged instead of discarded.
• You may ignore powers that happen when you examine cards.
• At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.
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.
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
Traits
Deity: Urgathoa
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
On your turn, if you would suffer a scourge, a random local character suffers it instead.
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Turn: 11 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.
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: 18
Blessings Deck
Blessing 3
Traits
Deity: Abadar
Divine
Check
Craft
Divine
8
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, you may recharge a card.
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, bury it.
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessing 1
Traits
Deity: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Deity: 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 2
Traits
Deity: Lamashtu
Divine
Veteran
Check
Intelligence
Arcane
Divine
5+#
Powers
WHEN THIS IS THE HOUR
On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessing 0
Traits
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 3
Traits
Deity: Rovagug
Divine
Check
Banish A Boon
0
Powers
WHEN THIS IS THE HOUR
You may banish a random blessing from your discards to explore.
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 1
Traits
Deity: 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 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.
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Cathedral
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
Crypt
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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 ?:2
Notes: Fury Devil
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 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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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.
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 5
Traits
Trap
Fire
Undead
Check
Intelligence
Perception
10
OR
Constitution
Fortitude
12
Powers
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
Spell 5
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
13
Powers
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
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.
Monster 5
Traits
Outsider
Devil
Check
Combat
23
Powers
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
Blessing 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
Oubliette
Traits: Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M:3 Ba:2 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:2
Located here: Angban,
Barrier 5
Traits
Trigger
Curse
Check
Wisdom
Disable
Perception
10
Powers
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Monster 1
Traits
Human
Rogue
Veteran
Check
Combat
9+##
OR
Stealth
5+#
Powers
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.
Monster 5
Traits
Undead
Ghoul
Fire
Check
Combat
20
Powers
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Weapon 4
Traits
Hammer
Melee
Bludgeoning
2-handed
Respect
Magic
Check
Strength
Melee
15
Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 5
Traits
Axe
Melee
Slashing
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
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.
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.
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.
Ally 4
Traits
Loot
Human
Hireling
Check
Charisma
Diplomacy
10
OR
Knowledge
9
Powers
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Ossuary
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:
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Sajan
Notes:
Story Bane Monster 3
Traits
Undead
Lich
Veteran
Check
Combat
12+##
THEN
Combat
11+##
Powers
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.
Graveyard
Traits: Sacred, Urban
At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
When Closing: Summon and defeat the story bane Zombie Minion.
When Permanently Closed: Shuffle a new Undead monster into a random other location.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Cogsnap, Ezren, Radovan,
Notes:
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Monster 5
Traits
Construct
Golem
Veteran
Check
Combat
19+#
Powers
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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 ?:1
Supporter 1
Traits
Human
Bard
Veteran
Check
Powers
Display. While displayed:
• On any non-combat check, you may bury to add 1d4+#.
• □ You may bury to heal a character a card and/or remove a scourge from them.
Supporter 1
Traits
Human
Expert
Check
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6.
• □ On any combat check, you may bury to reroll.
Supporter 1
Traits
Human
Shaman
Respect
Check
Powers
Display. While displayed:
• You may bury to heal a character 1d4+1 cards.
• □ You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Supporter 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.
Supporter 4
Traits
Human
Barbarian
Respect
Check
Powers
Display. While displayed:
• On any Strength check or any check against a monster, you may bury to add 1d10.
• □ When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
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.
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.
Cogsnap - WilderRedbeard |
Off turn actions:
Summon & encounter Brawl during Ezren's turn.
Send Wyvern Poison to recovery in place of Bottled Lightning to ignore bane's BA power. WP recharged at end of turn per Cogsnap's power.
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.
Remain at Graveyard.
Explore:
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Combat 9: 2d8 + 2 + 1d4 + 3 + 1d6 ⇒ (3, 6) + 2 + (2) + 3 + (4) = 20 success
Same thing for 2nd combat check:
Combat 11+6#=16: 2d8 + 2 + 1d4 + 3 + 1d6 ⇒ (1, 7) + 2 + (3) + 3 + (6) = 22 defeated
Recharge Alkali Flask to draw 2 new Liquid/Alchemical Items from the box and keep 1: None available.
Attempt location close by summoning & defeating:
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Combat 9: 2d8 + 2 + 1d4 + 3 + 1d6 ⇒ (4, 6) + 2 + (2) + 3 + (6) = 23 success
Same thing for 2nd combat check:
Combat 11+6#=16: 2d8 + 2 + 1d4 + 3 + 1d6 ⇒ (8, 5) + 2 + (3) + 3 + (5) = 26 defeated
Recharge Deathbane Sling to draw 2 new Liquid/Alchemical Items from the box and keep 1: None available.
Graveyard closed.
Shuffle a new Undead monster into a random other location: 1d3 ⇒ 2 Oubliette.
Move to Shrine when Graveyard closes.
Display Armored Coat & reload one of the acquired Items for the Ranged combat damage from Besieged.
End turn. Send new Item 2 to recovery in place of Potion of Heroism and automatically recharge it per Cogsnap's power. No cards in discard to bury. Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached:
ambient sound of clinking bottles
"The way this sling mows down zombies almost makes a guy want to switch from dabbling with tinctures to armed combat... BAHAHA! I can't even keep a straight face saying it!"
Hand: Bottled Lightning, Elixir of Focus, Liquid Persuasion, Ambrosia, Blessing of the Elements 1, Dread Helm (acq), Item Placeholder 1,
Displayed: Potion of Heroism, Armored Coat,
Deck: 15 Discard: 0 Buried: 2
Current Location: Shrine
Hero Points (Available): 2
NOTES:
Available Support: Feel free to use the following support if needed:
Local - Elixir of Focus, Liquid Persuasion, Ambrosia, Dread Helm can be recharged to avenge
Distant -
L&D - Blessing
Other: Dice Re-Roll Used for 5D?: N
Middle of Deck (Unknown Order): 0
Recharged: Blackfingers, Lyrune-quah Moon Maiden (loot), Potion of Restoration, Acid Flask, Ambrosia (acq), Stone Skin, Returning Totem Spear (loot), Flensing Jelly, The Snakebite, Crystalline Carnivore, Bloodroot Poison (acq), Wyvern Poison (acq), Alkali Flask, Deathbane Sling, Item Placeholder 2,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☐ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Weapons, Alchemical, Arcane
POWERS: BLOODBOMBER Role Card
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [X] During recovery, you may discard ([X] 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.
Ezren the Explorer |
Move to Oubliette on Graveyard close. Reveal Silver War Paint to prevent Besieged and freely reveal Ring of Protection to prevent the extra damage from Oubliette.
MorkXII - Sajan 1017 |
During This Adventure: Adventure 5—Skeletons of Skarwall
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 5C: The Shrine of Midnight
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 5
Traits
Undead
Check
Combat
22
Powers
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
Monster 3
Traits
Outsider
Devil
Check
Combat
17
OR
Arcane
10
Powers
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
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 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.
Monster 3
Traits
Outsider
Plant
Check
Combat
15
Powers
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
Barrier 1
Traits
Trap
Poison
Veteran
Check
Craft
Disable
6+#
Powers
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Barrier 3
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Barrier 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 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
Traits
Trap
Poison
Check
Dexterity
Disable
10
OR
Wisdom
Perception
12
Powers
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
Weapon 3
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
Traits
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 3
Traits
Sword
Melee
Slashing
Magic
Loot
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
Weapon 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 5
Traits
Axe
Melee
Ranged
Slashing
Magic
Check
Strength
Dexterity
Melee
Ranged
13
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
Spell 0
Traits
Magic
Arcane
Divine
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
5
Powers
Freely display next to a local character and choose a skill. While displayed:
• On their checks using that skill, add 1+#.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Spell 5
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
14
OR
Wisdom
Divine
13
Powers
Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
Shuffle the location, then reload any set-aside cards into the location in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.
Spell 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 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 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.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
11
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
Armor 3
Traits
Heavy Armor
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
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 5
Traits
Light Armor
Magic
Check
Constitution
Divine
Fortitude
13
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
• On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Armor 4
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.
Item 5
Traits
Accessory
Magic
Check
Charisma
Diplomacy
14
Powers
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
Item 2
Traits
Wand
Magic
Arcane
Divine
Attack
Fire
Veteran
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
11
Powers
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Item 3
Traits
Instrument
Magic
Check
Constitution
Charisma
10
Powers
When a local character encounters a monster, display at your location.
While displayed:
• When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
• At the start of your turn, discard this card; if proficient, recharge it instead.
Item 3
Traits
Accessory
Magic
Check
Charisma
Diplomacy
9
Powers
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character’s traits until the end of the turn, then banish that character.
Item 5
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
13
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Ally 3
Traits
Vermin
Check
Wisdom
Survival
10
OR
Craft
11
Powers
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
Ally 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 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
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 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.
Blessing 3
Traits
Deity: Torag
Divine
Check
Strength
Craft
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore. This exploration, when any character suffers damage, reduce it by 2.
Blessing 3
Traits
Deity: Gozreh
Divine
Check
Wisdom
Divine
Survival
8
Powers
WHEN THIS IS THE HOUR
At the start of the turn, any character may recharge a card to move.
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Blessing 0
Traits
Divine
Check
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 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Turn: 12 Radovan/Katlyn99
Top of Blessing Discard Pile: The Gold-fisted - When this is the hour: When you acquire a boon, you may recharge a card.
Blessing 3
Traits
Deity: Abadar
Divine
Check
Craft
Divine
8
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, you may recharge a card.
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Blessings Remaining: 17
Blessings Deck
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, bury it.
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessing 1
Traits
Deity: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Deity: 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 2
Traits
Deity: Lamashtu
Divine
Veteran
Check
Intelligence
Arcane
Divine
5+#
Powers
WHEN THIS IS THE HOUR
On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessing 0
Traits
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 3
Traits
Deity: Rovagug
Divine
Check
Banish A Boon
0
Powers
WHEN THIS IS THE HOUR
You may banish a random blessing from your discards to explore.
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 1
Traits
Deity: 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 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.
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Cathedral
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
Crypt
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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 ?:2
Located here: Cogsnap,
Notes: Fury Devil
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 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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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.
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 5
Traits
Trap
Fire
Undead
Check
Intelligence
Perception
10
OR
Constitution
Fortitude
12
Powers
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
Spell 5
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
13
Powers
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
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.
Monster 5
Traits
Outsider
Devil
Check
Combat
23
Powers
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
Blessing 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
Oubliette
Traits: Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M:4 Ba:2 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:2
Located here: Angban, Ezren,
Notes: Accursed Priest
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.
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.
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 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Ally 4
Traits
Loot
Human
Hireling
Check
Charisma
Diplomacy
10
OR
Knowledge
9
Powers
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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.
Barrier 5
Traits
Trigger
Curse
Check
Wisdom
Disable
Perception
10
Powers
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
Barrier 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.
Monster 5
Traits
Undead
Ghoul
Fire
Check
Combat
20
Powers
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
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.
Weapon 5
Traits
Axe
Melee
Slashing
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
Ossuary
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:
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Sajan
Notes:
Story Bane Monster 3
Traits
Undead
Lich
Veteran
Check
Combat
12+##
THEN
Combat
11+##
Powers
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.
Graveyard
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Radovan,
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 ?:1
Supporter 1
Traits
Human
Bard
Veteran
Check
Powers
Display. While displayed:
• On any non-combat check, you may bury to add 1d4+#.
• □ You may bury to heal a character a card and/or remove a scourge from them.
Supporter 1
Traits
Human
Expert
Check
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6.
• □ On any combat check, you may bury to reroll.
Supporter 1
Traits
Human
Shaman
Respect
Check
Powers
Display. While displayed:
• You may bury to heal a character 1d4+1 cards.
• □ You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Supporter 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.
Supporter 4
Traits
Human
Barbarian
Respect
Check
Powers
Display. While displayed:
• On any Strength check or any check against a monster, you may bury to add 1d10.
• □ When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
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.
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.
Radovan - Katlyn99 |
OFF-TURN ACTIONS: Cogsnaps turn - move to Shrine
Beseiged damage reduced to 0 by character power. Display Landshark (4) next to Norge.
Hourglass Discard: The Gold-fisted - When this is the hour: When you acquire a boon, you may recharge a card.
Start of Turn: Reveal Grogul to recharge Snick. Ring of Regeneration
Ring of Regeneration: 1d2 ⇒ 2 Prayer recharged.
Move: Move to Oubliette
Beseiged damage reduced to 1 by character power (Oublieete increases by 1). Display Hordemaster (5) next to Quang. Discard The Joke for the damage.
Explore: The Brass Dwarf
Bury Hordemaster (5)
Fortitude 4+5: 1d8 + 2 + 1d6 + 5 ⇒ (7) + 2 + (4) + 5 = 18
The Brass Dwarf acquired.
Discard The Brass Dwarf to explore.
Explore: Thundering Earthbreaker
Auto fail. Thundering Earthbreaker banished.
Discard The Vision to examine top card of Shrine and Oubliette. Then may explore.
Examine top card of Shrine: Abadar’s Law
Examine Top card of Oubliette: Bloodbug Swarm
Choosing to explore.
Explore: Bloodbug Swarm
For all three combat checks: reveal Blackjacks Rapier.
Combat 10: 1d8 + 6 + 1d4 + 1 + 2 + 1d6 + 2 ⇒ (1) + 6 + (4) + 1 + 2 + (5) + 2 = 21
Combat 11: 1d8 + 6 + 1d4 + 1 + 2 + 1d6 + 2 ⇒ (8) + 6 + (2) + 1 + 2 + (4) + 2 = 25
Combat 12: 1d8 + 6 + 1d4 + 1 + 2 + 1d6 + 2 ⇒ (1) + 6 + (4) + 1 + 2 + (5) + 2 = 21
All three combats exceeded by at least 4. Bloodbug Swarm banished. Display Inquisitor Devil (3) next to Quang for defeating a monster.
Discard Grogul to explore.
Explore: Accursed Priest
Reload Blackjacks Rapier. Not applying Fell Viridio since immune to Poison. Banish Landshark (4).
Combat 11+5+5: 1d8 + 6 + 1d4 + 1 + 1d6 + 2 + 1d4 + 1d8 + 4 ⇒ (6) + 6 + (2) + 1 + (1) + 2 + (1) + (8) + 4 = 31
After acting, a local character buries a blessing. Angban buries a blessing since Radovan and Ezren don't have one in hand.
Accursed Priest banished. Display Basilisk (3) next to Norge for defeating a monster.
End of Turn Actions: Ring of Regeneration, Scenario effect, Withering
Ring of Regeneration: 1d5 ⇒ 2 The Joke recharged.
No blessings or Divine spells in hand to recharge.
Withering: 1d4 ⇒ 4 Grogul buried.
"
Hand: Blackjack's Rapier, Ring of Regeneration, Belt of Physical Might (Core), Shock Kukri, Red Leathers, The Winged Serpent,
Displayed: Bloodroot Poison (Core),
Deck: 11 Discard: 3 Buried: 6
Current Location: Oubliette
Hero Points: 4/4
Reroll used? No
NOTES:
Available Support: Feel free to use my blessing(s). The Winged Serpent recharges to bless distant checks.
Movement: Move me to wherever the most monsters are when my location closes.
Displayed cards next to Devil Form(s): Displayed Devil Forms
Quang (OOC d6): Ghost (1), Soul Mistress (5), Inquisitor Devil (3)
Norge (Fire IC d8): Basilisk (3)
Fell Viridio (Poison IC 2d6):
Middle of Deck (Unknown Order): 0
Recharged: Rodrick, The Winged Serpent (harrow), Appleslayer, Limning Starknife (loot), The Locksmith, Iomedae's Justice, The Savored Sting, Sable Company Leathers, Snick, Prayer, The Joke,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Acrobatics: Dexterity +2 (Quang displayed)
Fortitude: Constitution +2 (Norge displayed)
Perception: Charisma +2 (Fell Viridio)
Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms) (☑ or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
On your non-2-Handed combat check, add 1d4 (□ 1d6); add another 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
☑ When a monster encountered by a character at your location is undefeated (☑ or when you defeat a monster), display a monster from the box next to a displayed devil form.
You may evade your encounter. (Quang displayed)
When you acquire a boon, you may display it next to Quang. (Quang displayed)
On your non-combat check, you may bury a card displayed next to Quang to add 1d6 plus that card's adventure deck number. (Quang displayed)
Reduce Fire damage dealt to you to 0. (Norge displayed)
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (Norge displayed)
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number. (Norge displayed)
Reduce Poison damage dealt to you to 0. (Fell Viridio displayed)
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. (Fell Viridio displayed)
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number. (Fell Viridio displayed)
Summary:
Cards 1-4 of Oubliette dealt with.
Top card of Shrine is known.
Angban buries a blessing.
MorkXII - Sajan 1017 |
During This Adventure: Adventure 5—Skeletons of Skarwall
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 5C: The Shrine of Midnight
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 0
Traits
Giant
Ogre
Veteran
Check
Combat
12+##
Powers
Before acting, each local character suffers 1 Combat damage.
Monster 5
Traits
Undead
Zombie
Check
Combat
24
Powers
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Monster 5
Traits
Construct
Golem
Veteran
Check
Combat
19+#
Powers
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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.
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 1
Traits
Curse
Task
Veteran
Check
Intelligence
Perception
4+#
OR
Charisma
Diplomacy
6+#
Powers
The difficulty is increased by the hour’s level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Barrier 3
Traits
Trap
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 0
Traits
Curse
Magic
Veteran
Trigger
Check
Arcane
Divine
6+#
OR
Knowledge
Stealth
8+#
Powers
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Barrier 1
Traits
Trap
Magic
Veteran
Trigger
Check
Arcane
Divine
4+#
OR
Disable
6+#
Powers
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Weapon 3
Traits
Chain
Ranged
Bludgeoning
Acid
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Weapon 3
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
Traits
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 5
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
Weapon 3
Traits
Sword
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Spell 4
Traits
Magic
Divine
Attack
Fire
Check
Wisdom
Divine
12
Powers
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
Spell 3
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 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 5
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
14
Powers
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
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 5
Traits
Light Armor
Magic
Check
Constitution
Divine
Fortitude
13
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
• On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Armor 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
Armor 5
Traits
Loot
Heavy Armor
Magic
Check
Constitution
Divine
Fortitude
13
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 3.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
• If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
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.
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 4
Traits
Craft
Object
Magic
Check
Intelligence
Arcane
Divine
11
Powers
On a local Perception check, freely bury to add 2d10.
Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.
Item 2
Traits
Wand
Magic
Arcane
Divine
Attack
Fire
Veteran
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
11
Powers
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Item 3
Traits
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
Traits
Accessory
Fire
Magic
Veteran
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.
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.
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 5
Traits
Undead
Ghost
Aristocrat
Check
Charisma
Diplomacy
12
OR
Bury A Divine Boon
0
Powers
Display. While displayed:
• On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
• At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
Ally P5
Traits
Outsider
Eidolon
Arcane
Check
Arcane
Divine
13
Powers
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word “bury” in this power as “discard.”
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
Ally 3
Traits
Vermin
Check
Wisdom
Survival
10
OR
Craft
11
Powers
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
Your non-combat check against a bane is blessed.
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Turn: 13 Angban/eddiephlash
Top of Blessing Discard Pile: Sarenrae’s Light - When this is the hour: When you heal, you may heal an additional card.
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 Remaining: 16
Blessings Deck
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, bury it.
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessing 1
Traits
Deity: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Deity: 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 2
Traits
Deity: Lamashtu
Divine
Veteran
Check
Intelligence
Arcane
Divine
5+#
Powers
WHEN THIS IS THE HOUR
On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessing 0
Traits
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 3
Traits
Deity: Rovagug
Divine
Check
Banish A Boon
0
Powers
WHEN THIS IS THE HOUR
You may banish a random blessing from your discards to explore.
On any check, freely recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 1
Traits
Deity: 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 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.
Blessing 1
Traits
Deity: Torag
Divine
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.
On any check, discard to bless.
On a Strength or Constitution check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Cathedral
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
Crypt
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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 ?:2
Located here: Cogsnap,
Notes: Fury Devil
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 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.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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.
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 5
Traits
Trap
Fire
Undead
Check
Intelligence
Perception
10
OR
Constitution
Fortitude
12
Powers
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.
Spell 5
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
13
Powers
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 15 check to recharge it instead.
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.
Monster 5
Traits
Outsider
Devil
Check
Combat
23
Powers
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.
Blessing 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
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.
Oubliette
Traits: Underground
At This Location: Damage you suffer is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 5+# check.
When Permanently Closed: You may heal an ally.
M:2 Ba:2 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:2
Located here: Radovan, Angban, Ezren,
Notes: Accursed Priest
Ally 4
Traits
Loot
Human
Hireling
Check
Charisma
Diplomacy
10
OR
Knowledge
9
Powers
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
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.
Barrier 5
Traits
Trigger
Curse
Check
Wisdom
Disable
Perception
10
Powers
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
Barrier 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.
Monster 5
Traits
Undead
Ghoul
Fire
Check
Combat
20
Powers
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
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.
Weapon 5
Traits
Axe
Melee
Slashing
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
Ossuary
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:
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Sajan
Notes:
Story Bane Monster 3
Traits
Undead
Lich
Veteran
Check
Combat
12+##
THEN
Combat
11+##
Powers
Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack.
Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck.
If undefeated, suffer the scourges Exhausted and Frightened.
Graveyard
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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 ?:1
Supporter 1
Traits
Human
Bard
Veteran
Check
Powers
Display. While displayed:
• On any non-combat check, you may bury to add 1d4+#.
• □ You may bury to heal a character a card and/or remove a scourge from them.
Supporter 1
Traits
Human
Expert
Check
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6.
• □ On any combat check, you may bury to reroll.
Supporter 1
Traits
Human
Shaman
Respect
Check
Powers
Display. While displayed:
• You may bury to heal a character 1d4+1 cards.
• □ You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Supporter 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.
Supporter 4
Traits
Human
Barbarian
Respect
Check
Powers
Display. While displayed:
• On any Strength check or any check against a monster, you may bury to add 1d10.
• □ When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
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.
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.
Angban |
Off turn, bury a blessing: Achaekek.
Start turn. Hour is Sarenrae’s Light. Explore, first examining 2: Salvator Scream and Zombie Minions. Must encounter the monster. Radovan takes the combat 9, which is an auto. For the second, reveal Blunderbuss and recharge discard Gorum's Iron to bless.
Combat 11 + # = 16: 2d8 + 6 + 1d10 + 1 ⇒ (6, 2) + 6 + (9) + 1 = 24 Defeated!
Jammed?: 1d12 ⇒ 12 Nope!
Attempt to close. Ask for Blessing from Sajan
Fort 5 + # = 10: 2d10 + 3 ⇒ (7, 7) + 3 = 17 Success!
Oubliette closed! At least assuming Radovan makes their combat. Move to Repository. Display Voidglass Armor and recharge it to reduce Besieged damage to 0.
End turn. Bury discarded Gorum's Iron from Withering. Recharge buried Ghostbane Shotgun +2. Reset hand, drawing 3.
Hand: The Lucky Drunk, Clockwork Owl, Toxic Blunderbuss +1, Dragonbreath Shot, Benevolent Buckler, Powder Horn,
Displayed: Adamantine Bullets, Poisoned Bullets,
Deck: 7 Discard: 0 Buried: 5
On Ezren's turn, display Dragonbreath Shot and recharge Adamantine Bullets. Draw 1 from power: Mute Hag. Then, discard Powder Horn to draw Ghostbane Shotgun +2. Attempt to recover it at EoT, recharging Clockwork Owl to add 2d8.
Craft 8: 1d6 + 4 + 2d8 ⇒ (1) + 4 + (6, 8) = 19 Recharged!Hand: The Lucky Drunk, Toxic Blunderbuss +1, Benevolent Buckler, Ghostbane Shotgun +2, The Mute Hag,
Displayed: Poisoned Bullets, Dragonbreath Shot,
Deck: 8 Discard: 0 Buried: 5
Current Location: Repository
Hero Points: 5
Shirt Reroll: available
NOTES:
Available Support: Buckler reduces local ranged combat by 2. Lucky drunk double blesses a local check. Mute Hag examines top card and blesses all checks against it if encountered that turn. Ghostbane Shotgun adds 2d4 to a local combat plus 1d8 if undead - you then take 2 ranged which is reduced to 0 by my Buckler.
Movement: Nowhere until I draw my buckler. Graveyard if I must
Middle of Deck (Unknown Order): Shock Musket +1, Lucky Rifle +2, Hide Armor, Blessing of Alkenstar, Voidglass Armor, Adamantine Bullets
Recharged: Clockwork Owl, Powder Horn,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Ranged: Dexterity + 3
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +3
Intelligence d6 ☑ +1 ☐ +2
Craft: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1 ☐ +2
Traits: Dwarf, Gunslinger
Favored Card: Armor or Weapon
Hand Size: 4 ☑ 5 ☑ 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.
☑ When you display a card that has the Ammunition trait for its power, you may draw a card.
Ezren the Explorer |
Move to Shrine on Oubliette close. Reveal Ring of Protection (Core) to prevent Besieged.
The Betrayal: When you acquire a boon, bury it. Examine the top card of my deck: Frost Ray (Core). Draw it.
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.
Banished. Recharge Frost Ray (Core) to examine the next card: Incitation. Recharge Keen Spiked Chain to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Arcane 4 auto succeed. Bury Incitation due to hour. Draw a card due to acquiring a boon: Infernal Healing. Recharge Infernal Healing to examine the next card: Zombie Minions. Recharge Ring of Protection (Core) to explore.
Story Bane Monster 1
Traits
Undead
Zombie
Veteran
Check
Combat
9
THEN
Combat
11+#
Powers
Immune to Mental and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Per Radovan's notes he moved to Shrine on Oubliette close. Radovan takes the combat 9 check and auto succeeds.
combat 11 +5 casting Death's Touch (Core), aided by Keppira D’bear: 1d12 + 3d6 + 1d4 + 9 ⇒ (3) + (5, 6, 3) + (1) + 9 = 27
wisdom 5 +5 to close discarding Good Omen (Core) to add my intelligence, recharging Lyrune-quah Truthspeaker to add 1d6: 1d8 + 1d12 + 1d6 + 4 ⇒ (1) + (4) + (2) + 4 = 11
Heal 2 from Lyrune-quah Truthspeaker. Draw and bury Sands Of The Hour due to the hour. Everyone moves to Repository. Display Mist Horn (Core) at Repository to prevent Besieged to everyone. End turn. No discarded cards for Withering.
Ezren ends their turn.
Ezren attempts to recover all cards in their Recovery pile.
Death's Touch (Core): Arcane 13: 1d12 + 1d4 + 6 ⇒ (6) + (1) + 6 = 13 -> Death's Touch (Core) recharged.
Ezren resets their hand.
Hand: Bound Imp (Core), Spellbook (Core), Leech, Good Omen (Core), Giant Form, Enhance, Chain Lightning (Core),
Displayed: Silver War Paint, Keppira D’bear, Mist Horn (Core),
Deck: 18 Discard: 0 Buried: 3
"Current Location: Repository
Hero Points: 6
Respect Points 6"
"NOTES:
Available Support: Folio reroll:
Blessings are available for use.Keppira D’bear: • 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.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)Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.
Mist Horn (Core): Display next to a location. While displayed: When a character at this location suffers damage, reduce it by 2.
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!"
"
Middle of Deck (Unknown Order): Fly (Core), Wall Of Light, The Eclipse, Disable Mechanism (Core), Nightspear, Infernal Healing, Acid Rain (Core), Lyrune-quah Truthspeaker, Lightning Bolt (Core), Cerulean Mastermind, Locate Object (Core), Frost Ray (Core), The Beating, Ring of Protection (Core), Keen Spiked Chain, Soothing Word, Headband of Mental Superiority
Recharged: Death's Touch (Core),
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane Intelligence +2
Craft Intelligence +1
Knowledge Intelligence +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.
[x] On your non-Intelligence check, you may discard a spell to add your Intelligence.
[x]When you defeat [x]or acquire) a card using a non-combat check, you may draw a card.
Shrine card 2 acquired. Shrine closed.
Random blessing #1 Sands Of The Hour acquired.
Mist Horn is displayed at Repository..
At the start of Sajan's turn send Bound Imp (Core) to recovery to draw 2 cards: The Beating and Lyrune-quah Truthspeaker.
Ezren attempts to recover all cards in their Recovery pile.
Bound Imp (Core): Arcane 8: 1d12 + 1d4 + 6 ⇒ (11) + (4) + 6 = 21 -> Bound Imp (Core) recharged.
MorkXII - Sajan 1017 |
Bury Blessing of Abadar for Angban.
Hour: Sands of the Hour
Kit: Take Blessing of Erastil for Amulet of Fiery Fists
Explore: Lich
Fail BA check. Discard 1d4 ⇒ 4 cards from my deck: Shining Wayfinder, Prayer, Ruan, The Locksmith
Recharge Totem Klar for char power, reveal Amulet of Furious Fists, discard Orison.
Combat 12+##=22: 1d8 + 5 + 1d10 + 4 + 2d6 + 1d8 ⇒ (8) + 5 + (9) + 4 + (3, 1) + (8) = 38
Recharge Invigorating Temple Sword +2 for char power, reveal Amulet of Furious Fists, discard Blessing of Erastil to double bless.
Combat 12+##=22: 1d8 + 5 + 1d10 + 3 + 2d6 + 2d8 ⇒ (4) + 5 + (7) + 3 + (2, 2) + (2, 2) = 27 Defeated
We win!
MorkXII - Sajan 1017 |
SCENARIO REWARD:
Spell 6
Traits
Loot
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
15
Powers
Display. While displayed:
• On local characters’ checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead.
ACQUIRED CARDS:
Weapon 5 Keen Spiked Chain
Spell 4 Acid Rain
Spell 3 Wall Of Light
Armor 5 Dread Helm
Armor 3 Sable Company Leathers
Armor 4 Totem Klar
Item 3 Ambrosia
Item 3 Bloodroot Poison
Item 4 Bottled Lightning
Item 4 Red War Paint
Item 4 Silver War Paint
Item 5 Wyvern Poison
Ally 3 Cerulean Mastermind
Blessing 1 Gozreh’s Growth
Blessing 0 Incitation
Blessing 1 Iomedae’s Justice
Blessing 0 Prayer
Blessing 0 Sands Of The Hour
Blessing 1 The Beating
Blessing 1 The Brass Dwarf
MorkXII - Sajan 1017 |
Curse 5B: Shadows on the Wing
LOCATIONS:
1-Base
1-Castle
1-Lair
1-Slaughterhouse
2-Throne Room
3-Storehouse
4-Stable
5-Chambers
6-Repository
STORY BANES:
DURING THIS SCENARIO:
MorkXII - Sajan 1017 |
(S,C,R,A,E): 1d9 + 1d8 + 1d7 + 1d6 + 1d5 ⇒ (3) + (7) + (3) + (2) + (3) = 18
Sajan: The Lost
Cogsnap: The Queen Mother
Radovan: The Midwife
Angban: The Eclipse
Ezren: The Owl
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you would recharge a Magic boon, discard it instead.
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
Your Knowledge check is blessed.
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a monster.
When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
Your Survival check is blessed.
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
MorkXII - Sajan 1017 |
During This Adventure: Adventure 5—Skeletons of Skarwall
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 5B: Shadows on the Wing
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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.
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 0
Traits
Undead
Zombie
Veteran
Check
Combat
9+##
Powers
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Monster 4
Traits
Dragon
Check
Combat
18
OR
Survival
12
Powers
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
Monster 5
Traits
Undead
Zombie
Check
Combat
24
Powers
Immune to Cold, Electricity, Force, Mental, and Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Barrier 5
Traits
Curse
Task
Undead
Check
Intelligence
Perception
13
OR
Wisdom
11
Powers
If undefeated, display this barrier.
While displayed:
• When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
• When a power would remove 1 of your scourges, you may instead banish this barrier.
Barrier 5
Traits
Trigger
Curse
Check
Wisdom
Disable
Perception
10
Powers
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
Barrier 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 3
Traits
Trap
Poison
Check
Dexterity
Disable
10
OR
Wisdom
Perception
12
Powers
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.
Barrier 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.
Weapon 5
Traits
Axe
Melee
Ranged
Slashing
Magic
Check
Strength
Dexterity
Melee
Ranged
13
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
Weapon 5
Traits
Hammer
Melee
Bludgeoning
Fire
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.
Weapon 3
Traits
Axe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 5
Traits
Chain
Melee
Piercing
Finesse
2-handed
Magic
Check
Strength
Acrobatics
Melee
15
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 5
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
Spell 3
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
11
Powers
Display. While displayed:
• For your combat checks, you may use Arcane + 3d6.
• At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Spell 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 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 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 5
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
14
Powers
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
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 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
• On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
Armor 4
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
Traits
Loot
Heavy Armor
Magic
Check
Constitution
Divine
Fortitude
13
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 3.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
• If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Acrobatics
Fortitude
10
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
Item 4
Traits
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 5
Traits
Accessory
Magic
Check
Charisma
Diplomacy
14
Powers
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
Item 4
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
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
Traits
Liquid
Alchemical
Attack
Electricity
Ranged
Check
Intelligence
Craft
12
Powers
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non–story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Ally 3
Traits
Vermin
Check
Wisdom
Survival
10
OR
Craft
11
Powers
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
Ally 5
Traits
Undead
Ghost
Aristocrat
Check
Charisma
Diplomacy
12
OR
Bury A Divine Boon
0
Powers
Display. While displayed:
• On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
• At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.
Ally 4
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 5
Traits
Undead
Ghost
Medium
Harrow
Check
Wisdom
Divine
12
OR
Bury A Harrow
Card
0
Powers
Display. While displayed:
• Harrow boons may be recharged instead of discarded.
• You may ignore powers that happen when you examine cards.
• At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.
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.
Blessing 3
Traits
Deity: Irori
Divine
Check
Acrobatics
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
On your check, you may reroll any dice showing 1.
On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
The first time you discard cards as damage this turn, recharge 1 of them instead.
On any Constitution check, discard to bless twice.
Discard to explore.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Turn: 1 Cogsnap/Wilderredbeard
Top of Blessing Discard Pile: The Cyclone - When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Survival
4+#
Powers
WHEN THIS IS THE HOUR
The difficulty of your non-combat check against a bane is increased by 3.
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Blessings Remaining: 29
Blessings Deck
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, the difficulty is increased by 3.
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 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 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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessing 3
Traits
Deity: Norgorber
Divine
Check
Craft
Divine
Stealth
8
Powers
WHEN THIS IS THE HOUR
On your check that invokes the Alchemical or Poison trait, add 1d4.
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard or bury an armor you play, you may recharge it instead.
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Blessing 1
Traits
Suit: 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 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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
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 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, bury it.
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, you may recharge a card to add your Intelligence die.
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
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.
Castle
Traits: Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M:3 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1
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.
Barrier 3
Traits
Trap
Magic
Check
Combat
16
OR
Acrobatics
Disable
Stealth
9
Powers
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
Ally 4
Traits
Loot
Human
Hireling
Check
Charisma
Diplomacy
10
OR
Knowledge
9
Powers
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
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.
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.
Armor 5
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
Survival
14
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
• If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
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.
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.
Story Bane Monster 5
Traits
Dragon
Check
Combat
26
Powers
Before acting, each local character must succeed at a Constitution or Fortitude 13 check or bury the top card of their deck and suffer the scourge Drained.
If undefeated, bury your role card.
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Lair
Traits: Underground, Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M:3 Ba:1 W:2 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:1
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.
Story Bane Barrier 5
Traits
Skirmish
Undead
Incorporeal
Check
Combat
28
OR
Dexterity
Acrobatics
Wisdom
11
Powers
Immune to Cold, Mental, and Poison.
Resistant to Attack.
Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card.
If undefeated, suffer the scourges Drained and Exhausted.
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.
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.
Spell 4
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
Monster 3
Traits
Animal
Check
Combat
17
Powers
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
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.
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.
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.
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.
Slaughterhouse
Traits: Urban, Wild
At This Location: When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M:4 Ba:0 W:2 Sp:0 Ar:0 I:0 Al:2 Bl:1 ?:1
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.
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.
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.
Ally 4
Traits
Human
Ranger
Respect
Check
Charisma
Diplomacy
11
OR
Summon And Defeat The Danger
Powers
Display. While displayed:
• On all Dexterity and Survival 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 Dexterity and Survival checks, add 3.
Monster 5
Traits
Undead
Check
Combat
22
Powers
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
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.
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Story Bane Monster 5
Traits
Undead
Skeleton
Check
Combat
14
THEN
Combat
18
Powers
Immune to Acid, Cold, Electricity, Mental, and Poison.
Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage.
When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.
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.
Monster 5
Traits
Undead
Incorporeal
Check
Combat
22
Powers
Immune to Mental and Poison.
Resistant to Attack.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, choose them randomly.
Throne Room
Traits: Urban
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: A local character summons and defeats the story bane Rioting Mob.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:1
Item 2
Traits
Wand
Magic
Arcane
Divine
Attack
Fire
Veteran
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
11
Powers
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Monster 3
Traits
Undead
Skeleton
Check
Combat
17
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Barrier 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.
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.
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.
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Monster 5
Traits
Undead
Sayona
Check
Combat
21
Powers
Immune to Mental and Poison.
Resistant to Cold.
On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
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.
Ally 5
Traits
Undead
Sayona
Soldier
Check
Charisma
Diplomacy
12
OR
Bury An Ally
0
Powers
Display. While displayed:
• On local combat and Charisma checks, you may reroll a die.
• At the end of the turn, bury.
Banish to explore.
DURING RECOVERY
You may discard the bottom card of your deck to reload this card.
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.
Storehouse
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Item 5
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
13
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Armor 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
Armor 4
Traits
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.
Barrier 1
Traits
Cache
Task
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Weapon 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.
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.
Weapon 5
Traits
Axe
Melee
Slashing
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
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.
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Monster 5
Traits
Construct
Golem
Veteran
Check
Combat
19+#
Powers
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Stable
Traits: Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:1
Monster 5
Traits
Undead
Check
Combat
20
THEN
Combat
20
Powers
Immune to Mental and Poison.
Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
If undefeated, suffer the scourge Drained.
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Monster 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.
Ally P5
Traits
Outsider
Eidolon
Arcane
Check
Arcane
Divine
13
Powers
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word “bury” in this power as “discard.”
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
Item 5
Traits
Liquid
Alchemical
Poison
Check
Intelligence
Craft
12
Powers
Display. While displayed:
• On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
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.
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.
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 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.
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.
Chambers
Traits: Underground, Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M:1 Ba:2 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:0 ?:1
Spell 4
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
11
Powers
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Spell 3
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.
Item 3
Traits
Object
Magic
Harrow
Check
Wisdom
Arcane
Divine
Perception
8
Powers
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
Ally 5
Traits
Undead
Banshee
Barbarian
Check
Charisma
Diplomacy
12
OR
Bury A Weapon
0
Powers
Display. While displayed:
• On local combat or Constitution checks, add 1d6.
• At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
Barrier 1
Traits
Trap
Magic
Veteran
Trigger
Check
Arcane
Divine
4+#
OR
Disable
6+#
Powers
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Barrier 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.
Monster 3
Traits
Outsider
Rakshasa
Check
Combat
11
Powers
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
Item 3
Traits
Tool
Magic
Gambling
Check
Intelligence
Craft
Disable
10
Powers
Recharge to examine the bottom 3 cards of any character’s deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
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.
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 1
Traits
Human
Shaman
Respect
Check
Powers
Display. While displayed:
• You may bury to heal a character 1d4+1 cards.
• □ You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Supporter 4
Traits
Human
Barbarian
Respect
Check
Powers
Display. While displayed:
• On any Strength check or any check against a monster, you may bury to add 1d10.
• □ When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
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.
Supporter 1
Traits
Human
Expert
Check
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6.
• □ On any combat check, you may bury to reroll.
Supporter 3
Traits
Elf
Cleric
Check
Powers
Display. While displayed:
• After you discard cards as damage, you may draw a card.
• □ When you would fail your combat check, you may bury to add 1d8.
Supporter 2
Traits
Human
Cleric
Check
Powers
Display. While displayed:
• On all checks against Undead banes, add 1d4.
• □ You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
Supporter 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.
Supporter 2
Traits
Human
Cleric
Check
Powers
Display. While displayed:
• You may bury to heal each local character a card.
• You may bury to remove a scourge from each local character.
• □ You may bury to draw a new blessing.
Supporter 1
Traits
Human
Aristocrat
Check
Powers
Display. While displayed:
• On any check to acquire, you may bury to add 1d6.
• □ You may bury to draw 2 new items, then banish 1 of them.
Supporter 3
Traits
Human
Aristocrat
Check
Powers
Display. While displayed:
• You may bury to draw a new ally that lists Diplomacy in its check to acquire.
• □ On your check against a story bane, you may bury an ally to add 1d6.
Supporter 1
Traits
Human
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.
MorkXII - Sajan 1017 |
Start at Storehouse.
Skills and Powers:Hand: Blackjack's Daggers, Shining Wayfinder, Blessing of the Gods, Lamashtu's Madness, Master of Masters, Orison, The Demon’s Lantern, The LostSkills STRENGTH d8
Melee +1
DEXTERITY d8 +3
Acrobatics +2
CONSTITUTION d6
Fortitude +2
INTELLIGENCE d6
WISDOM d8 +1
Perception +1
CHARISMA d6Powers
EXILED PADAPRAJNA
HAND SIZE 5 [X4] 6 R[X5] 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.
[X5] 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 [X5] 10
Displayed: Cure, Pious Healer, Ruan Mirukova
Deck: 13 Discard: 0 Buried: 2
Hero Points: 3 Shirt Reroll Available (CCT-5C): Yes
Notes: Role: BlackjackShining Wayfinder:Shining Wayfinder
Item PTraits
Object
MagicChecks
NonePowers
Recharge this card to move, then you may examine the top 2 cards of your location deck. If you examine a non-villain, non-henchman monster, you may immediately encounter it. You may not use this power during an encounter.
Discard this card to examine the top card of your location deck, then you may shuffle the location deck, then you may explore your location. During this exploration, add 1d6 to your checks against monsters.Blessing of the Gods:Blessing of the Gods
Blessing BTraits
Divine
BasicChecks
NonePowers
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may treat this card as if it has the same powers as the top card of thie blessings discard pile.Lamashtu's Madness:Lamashtu's Madness
Blessing 2Traits
Deity: Lamashtu
Divine
VeteranChecks
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.Master of Masters:Master of Masters
Blessing 3Traits
Deity: Irori
DivineChecks
Acrobatics
Divine
Fortitude
8Powers
WHEN THIS IS THE HOUR: On your check, you may reroll any dice showing 1.On any check, discard to bless.
On your check, discard to bless twice.
Discard to explore. This exploration, you may reroll any dice showing 1.Orison:Orison
Blessing 0Traits
DivineChecks
Wisdom
Divine
2Powers
WHEN THIS IS THE HOUR: No effect.On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Ezren the Explorer |
Trading out Cat (Core) for loot Lyrune-quah Truthspeaker. Trading out Fate-reader Lenses for loot Soothing Word. Trading out Quarterstaff (Core) for loot Infernal Healing. Starting location Base.
Hand: Death's Touch (Core), Enhance, Ring of Protection (Core), Giant Form, Infernal Healing, Leech, Djinn, The Owl,
Displayed:
Deck: 14 Discard: 0 Buried: 0
"Current Location: Base
Hero Points: 6
Respect Points 6"
"NOTES:
Available Support: Folio reroll: Unused
Blessings are available for use.Enhance: Freely display next to a local character and choose a skill. While displayed: On their checks using that skill, add 1 + #.
At the end of the turn, banish. (Note: For best results pick Str/Dex/Con/Int/Wis/Cha)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 Slaughterhouse if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Disable Mechanism (Core), Lyrune-quah Truthspeaker, Good Omen (Core), Fly (Core), Headband of Mental Superiority, Locate Object (Core), Mist Horn (Core), Bound Imp (Core), Soothing Word, Chain Lightning (Core), Frost Ray (Core), Spellbook (Core), Lightning Bolt (Core), Nightspear
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane Intelligence +2
Craft Intelligence +1
Knowledge Intelligence +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.
[x] On your non-Intelligence check, you may discard a spell to add your Intelligence.
[x]When you defeat [x]or acquire) a card using a non-combat check, you may draw a card.
Draw random blessing #4 The Brass Dwarf into my discard pile.
Cogsnap - WilderRedbeard |
Swap in Bottled Lightning (classic) for Acid Flask.
Taking loot cards Returning Totem Spear & Lyrune-quah Moon Maiden for Galvanic Chakram & Tinker.
Start at Storehouse and draw extra card for handsize increase.
Hand: Returning Totem Spear (loot), Elixir of Focus, Alkali Flask, Ambrosia, Crystalline Carnivore, Flensing Jelly, Deathtrap in a Jar, Blessing of the Elements 2, The Queen Mother (Harrow),
Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Storehouse
Hero Points (Available): 2
NOTES:
Available Support: Feel free to use the following support if needed:
Local -
Distant -
L&D -
Other: Dice Re-Roll Used for 5B?: N
Middle of Deck (Unknown Order): Blessing of the Elements 1, Potion of Heroism, Armored Coat, Bottled Lightning, Deathbane Sling, Liquid Persuasion, Lyrune-quah Moon Maiden (loot), Stone Skin, Bottled Lightning (OG), The Snakebite, Potion of Restoration, Blackfingers
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☐ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Weapons, Alchemical, Arcane
POWERS: BLOODBOMBER Role Card
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check.
□ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Cogsnap - WilderRedbeard |
The hour of The Cyclone
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
Remain at Storehouse.
Explore:
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
13
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Intelligence 13: 2d10 + 8 ⇒ (8, 6) + 8 = 22 acquired
Banish Crystalline Carnivore to recovery to explore:
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.
Constitution 12: 1d6 + 1d10 + 5 ⇒ (4) + (4) + 5 = 13 acquired
Discard BotElements to explore:
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.
Discard The Queen Mother to explore & heal BotElements for playing Harrow:
Traits
Cache
Task
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
Charisma 6+#+4=15: 1d6 + 1d10 + 5 - 2 + 1d4 ⇒ (4) + (4) + 5 - 2 + (4) = 15 defeated
Summon & encounter a new Spell:
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
11
Powers
Display. While displayed:
• For your combat checks, you may use Arcane + 3d6.
• At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Arcane 11: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (2) = 7 failed & banished
Display Armor.
End turn. All alchemical items in recovery automatically recharged. Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached:
ambient sound of clinking bottles
"Wretched haughty nobles and the overpriced goods. I'll tell them where to..."(indecipherable muttering under breath continues)
Hand: Armored Coat, Elixir of Focus, Alkali Flask, Blessing of the Elements 1, Blessing of the Elements 2, Returning Totem Spear (loot), Lyrune-quah Moon Maiden (loot), Headband of Mental Superiority (acq),
Displayed: Shoanti Barbarian Hide (acq),
Deck: 13 Discard: 1 Buried: 0
Current Location: Storehouse
Hero Points (Available): 2
NOTES:
Available Support: Feel free to use the following support if needed:
Local - Returning Totem Spear, Elixir of Focus
Distant -
L&D - Lyrune-quah Moon Maiden, Blessings
Other: Dice Re-Roll Used for 5B?: N
Middle of Deck (Unknown Order): Blackfingers, Stone Skin, Bottled Lightning (OG), Deathbane Sling, Potion of Heroism, Liquid Persuasion, Bottled Lightning, The Snakebite, Potion of Restoration
Recharged: Flensing Jelly, Crystalline Carnivore, Ambrosia, Deathtrap in a Jar,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☐ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Weapons, Alchemical, Arcane
POWERS: BLOODBOMBER Role Card
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. [X] During recovery, you may discard ([X] or recharge) Alchemical boons instead of banishing them.
Add 1d6 (□ +2) to your Ranged combat check that has the Alchemical trait.
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box ([X] or you may draw 2 and return 1 to the box.)
□ On (□ your combat check or) your Ranged combat check, you may discard any number of items that have the Alchemical trait (□ or any items); for each item discarded, add 1d6 and the item's traits to the check.
□ The first item (□ or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
Angban |
Start at Castle. Draw hand plus harrow.
Hand: Blessing of Achaekek, Lucky Rifle +2, Benevolent Buckler, The Lucky Drunk, Pepperbox, Dragonbreath Shot, The Eclipse,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Castle
Hero Points: 5
Shirt Reroll: available
NOTES:
Available Support: Buckler reduces local ranged combat by 2. Lucky drunk double blesses a local check. Lucky Drunk dobule blesses a local check. Eclipse Freely blesses any check. Lucky Rifle adds d4+1 to a distant combat after the roll.
Movement: Chambers
Middle of Deck (Unknown Order): Powder Horn, Cannon Master, Shock Musket +1, Clockwork Owl, Toxic Blunderbuss +1, Adamantine Bullets, Dread Helm, Dragon Pistol +1, Ghostbane Shotgun +2, Poisoned Bullets, Blessing of Alkenstar, Voidglass Armor, Gorum's Iron
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Ranged: Dexterity + 3
Constitution d10 ☑ +1 ☐ +2 ☐ +3
Fortitude: Constitution +3
Intelligence d6 ☑ +1 ☐ +2
Craft: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1 ☐ +2
Traits: Dwarf, Gunslinger
Favored Card: Armor or Weapon
Hand Size: 4 ☑ 5 ☑ 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.
☑ When you display a card that has the Ammunition trait for its power, you may draw a card.
MorkXII - Sajan 1017 |
During This Adventure: Adventure 5—Skeletons of Skarwall
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 5B: Shadows on the Wing
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Animal
Veteran
Check
Combat
11+##
OR
Survival
6+#
Powers
Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.
Monster 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 3
Traits
Outsider
Devil
Check
Combat
17
OR
Arcane
10
Powers
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.
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 5
Traits
Undead
Skeleton
Check
Combat
23
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
Barrier 0
Traits
Curse
Magic
Veteran
Trigger
Check
Arcane
Divine
6+#
OR
Knowledge
Stealth
8+#
Powers
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Barrier 1
Traits
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 4
Traits
Obstacle
Plant
Check
Intelligence
Knowledge
10
OR
Wisdom
Survival
7
Powers
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
• At the start of your turn, you may encounter this barrier.
• When this location is closed, banish this barrier.
Barrier 1
Traits
Obstacle
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
Survival
8+#
Powers
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Barrier 1
Traits
Obstacle
Lock
Veteran
Check
Strength
Melee
10+#
OR
Disable
6+#
Powers
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Weapon 5
Traits
Axe
Melee
Ranged
Slashing
Magic
Check
Strength
Dexterity
Melee
Ranged
13
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
Weapon 3
Traits
Sword
Melee
Slashing
Finesse
Magic
Red Mantis
Veteran
Check
Strength
Acrobatics
Melee
13
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
Weapon 3
Traits
Sword
Melee
Slashing
Magic
Loot
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
Weapon 5
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.
Weapon 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.
Spell 3
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
11
Powers
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
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 5
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
12
OR
Wisdom
Divine
10
Powers
When a local character defeats a monster that is not immune to Attack, display. While displayed:
• On your checks, add 1d4.
• At the end of the scenario, banish; if proficient, discard instead.
Spell 4
Traits
Magic
Divine
Attack
Fire
Check
Wisdom
Divine
12
Powers
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
Spell 5
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
14
Powers
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.
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
Traits
Loot
Heavy Armor
Magic
Check
Constitution
Divine
Fortitude
13
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 3.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
• If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
Armor 5
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Divine
Fortitude
12
Powers
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
Armor 4
Traits
Shield
Offhand
Piercing
Respect
Magic
Check
Constitution
Fortitude
Melee
Survival
11
Powers
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 5
Traits
Light Armor
Magic
Check
Constitution
Divine
Fortitude
13
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
• On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.
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 4
Traits
Liquid
Alchemical
Attack
Electricity
Ranged
Check
Intelligence
Craft
12
Powers
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non–story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Item 5
Traits
Accessory
Magic
Check
Charisma
Diplomacy
14
Powers
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
Item 3
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
Traits
Wand
Divine
Magic
Healing
Check
Wisdom
Divine
10
Powers
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Ally 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
Traits
Undead
Ghost
Check
Wisdom
Survival
13
OR
Suffer The Scourge Frightened
0
Powers
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.
Ally 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 4
Traits
Aberration
Check
Wisdom
Survival
9
Powers
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards’ before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Ally 3
Traits
Vermin
Check
Wisdom
Survival
10
OR
Craft
11
Powers
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When another character avenges your encounter, heal 1d4 cards.
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 3
Traits
Deity: 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.
Blessing 3
Traits
Deity: Nethys
Divine
Check
Intelligence
Arcane
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would examine the top card of a location, you may examine the top 2 cards instead.
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Turn: 2 Radovan/Katlyn99
Top of Blessing Discard Pile: The Real Rabbit Prince - When this is the hour: At the start of your turn, draw this card.
Blessing P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessings Remaining: 28
Blessings Deck
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, the difficulty is increased by 3.
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 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 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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessing 3
Traits
Deity: Norgorber
Divine
Check
Craft
Divine
Stealth
8
Powers
WHEN THIS IS THE HOUR
On your check that invokes the Alchemical or Poison trait, add 1d4.
On any check, discard to bless.
On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.
Blessing 1
Traits
Deity: Iomedae
Divine
Veteran
Check
Charisma
Diplomacy
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Outsider card, add 1d4.
On another character’s check to defeat, discard to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Outsider cards, add 1d4.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard or bury an armor you play, you may recharge it instead.
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Blessing 1
Traits
Suit: 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 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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
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 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, bury it.
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Blessing 1
Traits
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Disable
4+#
Powers
WHEN THIS IS THE HOUR
Your check to acquire is blessed.
On any check, discard to bless.
On another character’s check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, you may recharge a card to add your Intelligence die.
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
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.
Castle
Traits: Urban
At This Location: You may avenge by recharging a card.
When Closing: Bury a weapon or the top card of your deck.
When Permanently Closed: You may heal a weapon or an armor.
M:3 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1
Located here: Angban
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.
Barrier 3
Traits
Trap
Magic
Check
Combat
16
OR
Acrobatics
Disable
Stealth
9
Powers
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
Ally 4
Traits
Loot
Human
Hireling
Check
Charisma
Diplomacy
10
OR
Knowledge
9
Powers
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
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.
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.
Armor 5
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
Survival
14
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
• If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.
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.
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.
Story Bane Monster 5
Traits
Dragon
Check
Combat
26
Powers
Before acting, each local character must succeed at a Constitution or Fortitude 13 check or bury the top card of their deck and suffer the scourge Drained.
If undefeated, bury your role card.
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11+##
OR
Divine
8+##
Powers
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Lair
Traits: Underground, Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M:3 Ba:1 W:2 Sp:1 Ar:2 I:0 Al:0 Bl:0 ?:1
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.
Story Bane Barrier 5
Traits
Skirmish
Undead
Incorporeal
Check
Combat
28
OR
Dexterity
Acrobatics
Wisdom
11
Powers
Immune to Cold, Mental, and Poison.
Resistant to Attack.
Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card.
If undefeated, suffer the scourges Drained and Exhausted.
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.
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.
Spell 4
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
Monster 3
Traits
Animal
Check
Combat
17
Powers
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
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.
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.
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.
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.
Slaughterhouse
Traits: Urban, Wild
At This Location: When you defeat a monster, discard a card.
When Closing: Banish an ally.
When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
M:4 Ba:0 W:2 Sp:0 Ar:0 I:0 Al:2 Bl:1 ?:1
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.
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.
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.
Ally 4
Traits
Human
Ranger
Respect
Check
Charisma
Diplomacy
11
OR
Summon And Defeat The Danger
Powers
Display. While displayed:
• On all Dexterity and Survival 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 Dexterity and Survival checks, add 3.
Monster 5
Traits
Undead
Check
Combat
22
Powers
Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
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.
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Story Bane Monster 5
Traits
Undead
Skeleton
Check
Combat
14
THEN
Combat
18
Powers
Immune to Acid, Cold, Electricity, Mental, and Poison.
Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage.
When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells.
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.
Monster 5
Traits
Undead
Incorporeal
Check
Combat
22
Powers
Immune to Mental and Poison.
Resistant to Attack.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, choose them randomly.
Throne Room
Traits: Urban
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: A local character summons and defeats the story bane Rioting Mob.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:1
Item 2
Traits
Wand
Magic
Arcane
Divine
Attack
Fire
Veteran
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
11
Powers
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Monster 3
Traits
Undead
Skeleton
Check
Combat
17
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Barrier 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.
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.
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.
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Monster 5
Traits
Undead
Sayona
Check
Combat
21
Powers
Immune to Mental and Poison.
Resistant to Cold.
On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
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.
Ally 5
Traits
Undead
Sayona
Soldier
Check
Charisma
Diplomacy
12
OR
Bury An Ally
0
Powers
Display. While displayed:
• On local combat and Charisma checks, you may reroll a die.
• At the end of the turn, bury.
Banish to explore.
DURING RECOVERY
You may discard the bottom card of your deck to reload this card.
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.
Storehouse
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:0 W:2 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Sajan, Cogsnap
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.
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.
Weapon 5
Traits
Axe
Melee
Slashing
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
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.
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Monster 5
Traits
Construct
Golem
Veteran
Check
Combat
19+#
Powers
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Stable
Traits: Urban
At This Location: When you acquire an ally, you may shuffle a new ally into a random other location.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:1
Monster 5
Traits
Undead
Check
Combat
20
THEN
Combat
20
Powers
Immune to Mental and Poison.
Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
If undefeated, suffer the scourge Drained.
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Monster 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.
Ally P5
Traits
Outsider
Eidolon
Arcane
Check
Arcane
Divine
13
Powers
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word “bury” in this power as “discard.”
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
Item 5
Traits
Liquid
Alchemical
Poison
Check
Intelligence
Craft
12
Powers
Display. While displayed:
• On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
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.
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.
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 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.
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.
Chambers
Traits: Underground, Urban
At This Location: When you fail to acquire a boon, shuffle it into its location.
When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger.
When Permanently Closed: No effect.
M:1 Ba:2 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:0 ?:1
Spell 4
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
11
Powers
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Spell 3
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.
Item 3
Traits
Object
Magic
Harrow
Check
Wisdom
Arcane
Divine
Perception
8
Powers
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
Ally 5
Traits
Undead
Banshee
Barbarian
Check
Charisma
Diplomacy
12
OR
Bury A Weapon
0
Powers
Display. While displayed:
• On local combat or Constitution checks, add 1d6.
• At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.
Barrier 1
Traits
Trap
Magic
Veteran
Trigger
Check
Arcane
Divine
4+#
OR
Disable
6+#
Powers
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Barrier 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.
Monster 3
Traits
Outsider
Rakshasa
Check
Combat
11
Powers
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
Item 3
Traits
Tool
Magic
Gambling
Check
Intelligence
Craft
Disable
10
Powers
Recharge to examine the bottom 3 cards of any character’s deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
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.
Story Bane Monster 2
Traits
Undead
Wraith
Incorporeal
Veteran
Check
Combat
13+##
OR
Divine
8+#
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Damage suffered from this monster may not be reduced.
If undefeated, suffer the scourge Drained.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Ezren
Supporter 1
Traits
Human
Shaman
Respect
Check
Powers
Display. While displayed:
• You may bury to heal a character 1d4+1 cards.
• □ You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Supporter 4
Traits
Human
Barbarian
Respect
Check
Powers
Display. While displayed:
• On any Strength check or any check against a monster, you may bury to add 1d10.
• □ When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards.
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.
Supporter 1
Traits
Human
Expert
Check
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6.
• □ On any combat check, you may bury to reroll.
Supporter 3
Traits
Elf
Cleric
Check
Powers
Display. While displayed:
• After you discard cards as damage, you may draw a card.
• □ When you would fail your combat check, you may bury to add 1d8.
Supporter 2
Traits
Human
Cleric
Check
Powers
Display. While displayed:
• On all checks against Undead banes, add 1d4.
• □ You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
Supporter 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.
Supporter 2
Traits
Human
Cleric
Check
Powers
Display. While displayed:
• You may bury to heal each local character a card.
• You may bury to remove a scourge from each local character.
• □ You may bury to draw a new blessing.
Supporter 1
Traits
Human
Aristocrat
Check
Powers
Display. While displayed:
• On any check to acquire, you may bury to add 1d6.
• □ You may bury to draw 2 new items, then banish 1 of them.
Supporter 3
Traits
Human
Aristocrat
Check
Powers
Display. While displayed:
• You may bury to draw a new ally that lists Diplomacy in its check to acquire.
• □ On your check against a story bane, you may bury an ally to add 1d6.
Supporter 1
Traits
Human
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.
Radovan - Katlyn99 |
Radovan starts at Storehouse for the extra card.
"
Hand: Snick, Blackjack's Rapier, Shadowless Sword, Appleslayer, The Vision, Bloodroot Poison (Core), Limning Starknife (loot), The Midwife (harrow),
Displayed:
Deck: 12 Discard: 0 Buried: 0
Current Location: Storehouse
Hero Points: 4/4
Reroll used? No
NOTES:
Available Support: Feel free to use my blessing(s). The Winged Serpent recharges to bless distant checks.
Movement: Move me to wherever the most monsters 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):
Middle of Deck (Unknown Order): Red Leathers, The Joke, Rodrick, The Locksmith, Shock Kukri, Grogul, Zae, The Winged Serpent, Alaeron, The Savored Sting, Belt of Physical Might (Core), Ring of Regeneration
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Constitution d8 ☑ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Acrobatics: Dexterity +2 (Quang displayed)
Fortitude: Constitution +2 (Norge displayed)
Perception: Charisma +2 (Fell Viridio)
Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms) (☑ or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
On your non-2-Handed combat check, add 1d4 (□ 1d6); add another 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
☑ When a monster encountered by a character at your location is undefeated (☑ or when you defeat a monster), display a monster from the box next to a displayed devil form.
You may evade your encounter. (Quang displayed)
When you acquire a boon, you may display it next to Quang. (Quang displayed)
On your non-combat check, you may bury a card displayed next to Quang to add 1d6 plus that card's adventure deck number. (Quang displayed)
Reduce Fire damage dealt to you to 0. (Norge displayed)
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (Norge displayed)
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number. (Norge displayed)
Reduce Poison damage dealt to you to 0. (Fell Viridio displayed)
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. (Fell Viridio displayed)
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number. (Fell Viridio displayed)
Radovan - Katlyn99 |
Hourglass Discard: The Real Rabbit Prince - When this is the hour: At the start of your turn, draw this card.
The Real Rabbit Prince is drawn into my hand from the hourglass discard pile.
New Hourglass discard: The Cyclone - When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
Move: Moving to the Stable
Beseiged damage reduced to 0 by character power. Display Cave Bear (1) next to Quang.
Explore: Manananggal
Before acting - Hour is Harrow so doesn't apply.
Discard Shadowless sword. Dont apply Fell Viridio since immune to poison.
Combat 20: 1d8 + 1d4 + 1 + 1d8 + 2 + 1d6 + 5 ⇒ (1) + (1) + 1 + (3) + 2 + (5) + 5 = 18
Shirt reroll the d8
Combat 20: 1d8 + 1 + 1 + 3 + 2 + 5 + 5 ⇒ (7) + 1 + 1 + 3 + 2 + 5 + 5 = 24
Reveal Blackjacks rapier. Freely recharge Limning Starknife. Dont apply Fell Viridio since immune to poison.
Combat 20: 1d8 + 6 + 1d4 + 1 + 1d6 + 2 + 1d4 + 1 ⇒ (8) + 6 + (2) + 1 + (5) + 2 + (1) + 1 = 26
Manananggal banished. Display Basilisk (3) next to Norge for defeating a monster.
Discard The Real Rabbit Prince into a random character’s discards to explore. This exploration, your checks are blessed.
random discard c 1, a 2, e 3, s 4: 1d4 ⇒ 4 The Real Rabbit Prince discarded into Sajan's discard pile.
Explore: Wraith
Reveal Blackjacks rapier. Dont apply Fell Viridio since immune to poison. Banish Basilisk (3)
Combat 13+5+5: 1d8 + 6 + 1d4 + 1 + 1d6 + 2 + 1d8 + 3 ⇒ (4) + 6 + (1) + 1 + (3) + 2 + (5) + 3 = 25
Wraith banished. Display Inquisitor Devil (3) next to Norge for defeating a monster.
When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check.
Bury Cave Bear (1), Someone blesses
Diplomacy 5+5: 2d8 + 2 + 1d6 + 1 ⇒ (6, 1) + 2 + (5) + 1 = 15
When Permanently Closed: No effect.
Success. Stable closed. Move to Storehouse when it closes
Display Bloodroot Poison.
"
Hand: Blackjack's Rapier, Snick, Appleslayer, The Vision, The Midwife (harrow), Alaeron, Grogul,
Displayed: Bloodroot Poison (Core),
Deck: 11 Discard: 1 Buried: 1
Current Location: Storehouse
Hero Points: 4/4
Reroll used? Yes
NOTES:
Available Support: Feel free to use my blessing(s). The Winged Serpent recharges to bless distant checks.
Movement: Move me to wherever the most monsters are when my location closes.
Displayed cards next to Devil Form(s): Displayed Devil Forms
Quang (OOC d6):
Norge (Fire IC d8): Inquisitor Devil (3)
Fell Viridio (Poison IC 2d6):
Middle of Deck (Unknown Order): Red Leathers, The Joke, Rodrick, Belt of Physical Might (Core), The Winged Serpent, Ring of Regeneration, The Locksmith, Zae, Shock Kukri, The Savored Sting
Recharged: Limning Starknife (loot),
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Constitution d8 ☑ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Acrobatics: Dexterity +2 (Quang displayed)
Fortitude: Constitution +2 (Norge displayed)
Perception: Charisma +2 (Fell Viridio)
Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapon
POWERS:
At the start of the scenario, display any 1 devil form (☑ or 2 devil forms) (☑ or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
On your non-2-Handed combat check, add 1d4 (□ 1d6); add another 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
☑ When a monster encountered by a character at your location is undefeated (☑ or when you defeat a monster), display a monster from the box next to a displayed devil form.
You may evade your encounter. (Quang displayed)
When you acquire a boon, you may display it next to Quang. (Quang displayed)
On your non-combat check, you may bury a card displayed next to Quang to add 1d6 plus that card's adventure deck number. (Quang displayed)
Reduce Fire damage dealt to you to 0. (Norge displayed)
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. (Norge displayed)
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number. (Norge displayed)
Reduce Poison damage dealt to you to 0. (Fell Viridio displayed)
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card. (Fell Viridio displayed)
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number. (Fell Viridio displayed)
Cogsnap - WilderRedbeard |
On Cogsnap's last turn, forgot the increase in difficulty for the hour. Per Hangouts, Sajan blesses the check to add another d10.
Charisma 6+#+4+3=18: 2d6 + 1d10 + 5 - 2 + 1d4 ⇒ (3, 2) + (3) + 5 - 2 + (2) = 13 Hero Point to re-roll
Charisma 6+#+4+3=18: 2d6 + 1d10 + 5 - 2 + 1d4 ⇒ (5, 4) + (10) + 5 - 2 + (2) = 24 defeated
Hand: Armored Coat, Elixir of Focus, Alkali Flask, Blessing of the Elements 1, Blessing of the Elements 2, Returning Totem Spear (loot), Lyrune-quah Moon Maiden (loot), Headband of Mental Superiority (acq),
Displayed: Shoanti Barbarian Hide (acq),
Deck: 13 Discard: 1 Buried: 0
Current Location: Storehouse
Hero Points (Available): 2
NOTES:
Available Support: Feel free to use the following support if needed:
Local - Returning Totem Spear, Elixir of Focus
Distant -
L&D - Lyrune-quah Moon Maiden, Blessings
Other: Dice Re-Roll Used for 5B?: N