
MorkXII - Sajan 1017 |

During This Adventure: Adventure 6—The Crown of Fangs
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 6C: Death to the Queen
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 6
Traits
Outsider
Demon
Aquatic
Check
Combat
28
Powers
Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.
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.
Monster 3
Traits
Undead
Ghoul
Veteran
Check
Combat
13+##
Powers
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
Monster 4
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 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
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
Trigger
Curse
Task
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
4+#
Powers
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Barrier 6
Traits
Skirmish
Check
None
0
Powers
Roll 1d4. Each local character summons and encounters the corresponding story bane:
1. Bandit 3. Rescue 2. Cultist 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.
Barrier 2
Traits
Task
Undead
Veteran
Trigger
Check
Charisma
Diplomacy
8+#
OR
Divine
6+#
Powers
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Weapon 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 6
Traits
Loot
Axe
Melee
Slashing
Magic
Check
Strength
Melee
15
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
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 3
Traits
Sword
Melee
Slashing
Finesse
Magic
Red Mantis
Veteran
Check
Strength
Acrobatics
Melee
13
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
Weapon 5
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.
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.
Spell 6
Traits
Magic
Arcane
Divine
Attack
Check
Intelligence
Wisdom
Arcane
Divine
14
Powers
For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster’s after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.
Spell 0
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
6
Powers
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 4
Traits
Magic
Arcane
Divine
Attack
Undead
Check
Intelligence
Arcane
11
OR
Wisdom
Divine
13
Powers
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
Spell 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.
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 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
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 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
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 6
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
14
Powers
At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
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
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
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
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
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 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 3
Traits
Deity: Nethys
Divine
Check
Intelligence
Arcane
Divine
8
Powers
WHEN THIS IS THE HOUR
When you would examine the top card of a location, you may examine the top 2 cards instead.
On any check, discard to bless.
On an Intelligence or Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order, then explore.
Blessing 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
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Turn: 3 Cogsnap/Wilderredbeard
Top of Blessing Discard Pile: The Savored Sting - When this is the hour: On your checks while you avenge, bless.
Blessing 3
Traits
Deity: Calistria
Divine
Check
Charisma
Divine
8
Powers
WHEN THIS IS THE HOUR
On your checks while you avenge, bless.
On a local check, recharge to bless.
To let any character avenge, recharge.
Discard to explore.
Blessings Remaining: 27
Blessings Deck
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Blessing 1
Traits
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 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 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
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 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 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
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a spell.
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Blessing 1
Traits
Suit: 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 4
Traits
Deity: Achaekek
Divine
Check
Intelligence
Craft
8
Powers
WHEN THIS IS THE HOUR
Before acting against a story bane monster, draw 1 card then discard 1 card.
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
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: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
All damage is Mental damage that cannot be reduced.
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your check, the difficulty is increased by the number of allies in your hand.
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
Your Survival check is blessed.
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessing 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 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.
Barracks
Traits: Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M:2 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:1 Bl:0 ?:3
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 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.
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.
Monster 6
Traits
Outsider
Fire
Check
Combat
23
Powers
Before acting, roll 1d6.
1–2. This monster is evaded; add the new location Twisting Passages and move to it.
3–4. Treat every feat on your character and role card as unchecked until the end of the turn.
5–6. Bury your discards, then discard your hand.
If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia’s Mantle.
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.
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.
Weapon 6
Traits
Loot
Scythe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
18
Powers
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
Story Bane Monster 6
Traits
Construct
Check
Combat
27
Powers
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers the scourge Drained.
If defeated, rally a supporter of level 5 or below.
Armor 6
Traits
Light Armor
Magic
Check
Constitution
Divine
Fortitude
15
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
• When you suffer any damage, you may bury to reduce it to 0.
• On a local check against a story bane, you may freely discard to add your Divine modifier.
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.
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:1 W:0 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:2
Located here: Sajan
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.
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.
Story Bane Monster 2
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
11+##
OR
Charisma
Diplomacy
6+#
Powers
If undefeated, shuffle a new barrier into your location.
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.
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.
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.
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.
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.
Spell 6
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
13
Powers
Freely display. While displayed:
• On combat checks, add 2d6 and the Acid trait.
• At the end of the turn, banish; each other character suffers 1 Acid damage.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 15 check to recharge it instead.
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 ?:2
Ally 6
Traits
Human
Aristocrat
Wizard
Check
Charisma
Diplomacy
15
OR
Arcane
13
Powers
On a local check that invokes the Magic trait, recharge to add 1d8.
Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
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.
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.
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.
Item 5
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
13
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Monster 5
Traits
Plant
Veteran
Check
Combat
22
Powers
Immune to Mental and Poison.
Resistant to Acid and Electricity.
If you are at a Wild location, the difficulty to defeat is increased by #.
If undefeated, each local character suffers the scourge Entangled.
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.
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.
Item 6
Traits
Tool
Magic
Gambling
Harrow
Check
Intelligence
Knowledge
12
Powers
Display and choose any skill. While displayed:
• Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
• When you fail a check using that skill, bury this card.
Story Bane Monster 2
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
11+##
OR
Charisma
Diplomacy
6+#
Powers
If undefeated, shuffle a new barrier into your location.
Barrier 5
Traits
Curse
Task
Undead
Check
Intelligence
Knowledge
14
OR
Wisdom
Divine
12
Powers
If undefeated, display this barrier.
While displayed:
• At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
• When a power would remove 1 of your scourges, you may instead banish this barrier.
Reading Room
Traits: Sacred, Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M:1 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:0 ?:5
Notes: Lady Despair
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.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 2
Traits
Deity: Urgathoa
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Spell 1
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Spell 4
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
Story Bane Monster 2
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
11+##
OR
Charisma
Diplomacy
6+#
Powers
If undefeated, shuffle a new barrier into your location.
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
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 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.
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.
Item 6
Traits
Object
Magic
Check
Wisdom
Arcane
Divine
Perception
13
Powers
Display. While displayed:
• At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
• On your Perception check, you may freely reveal to add 1d10.
• You may freely reload to ignore a power that happens when you examine a card.
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:0 ?:3
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.
Story Bane Monster 2
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
11+##
OR
Charisma
Diplomacy
6+#
Powers
If undefeated, shuffle a new barrier into 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.
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.
Ally 6
Traits
Animal
Mount
Check
Wisdom
Survival
16
Powers
On a local combat check, recharge to add 2d4.
Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.
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.
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.
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
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 6
Traits
Trigger
Human
Aristocrat
Bard
Check
Combat
22
Powers
When examined, shuffle this monster into a pile with a number of new blessings equal to the number of locations minus 1, then shuffle a card from the pile into each location.
Immune to Mental.
Before acting, each local character must succeed at Wisdom, Arcane, or Divine 10 check or shuffle a random card into their deck and move to a random location. If you move to another location, this monster is evaded.
Barrier 5
Traits
Trigger
Curse
Undead
Check
Constitution
Fortitude
13
OR
Intelligence
Perception
15
Powers
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Library
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:
Tower
Traits: Urban
At This Location: At the start of your turn, you may examine the top card of a distant location.
When Closing: Succeed at a Wisdom or Perception 4+# check.
When Permanently Closed: You may examine the top card of a distant location.
M:2 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:4
Located here: Cogsnap
Monster 6
Traits
Undead
Check
Combat
26
Powers
Immune to Mental and Poison.
Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
If undefeated, suffer the scourge Drained.
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.
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.
Weapon 6
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
17
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.
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.
Story Bane Monster 6
Traits
Human
Enchanter
Gray Maiden
Check
Combat
17
Powers
Before acting, succeed at a Wisdom 13 check or reload all weapons, spells, armors, and Attack boons.
If undefeated, shuffle your deck, then uncheck Ishani Dhatri from your rallied supporters.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
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.
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.
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.
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 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
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 5
Traits
Human
Summoner
Check
Powers
Display. While displayed:
• When a character encounters a summoned bane, you may bury to let that character evade it.
• □ On your checks against Outsider banes, add 1d4.

Cogsnap - WilderRedbeard |

The hour of The Savored Sting
When this is the hour: On your checks while you avenge, bless.
Per Tower's power, examine the top card of Throne Room - Toff Ornelos (Ally 6).
Move to Throne Room.
Explore:
Traits
Human
Aristocrat
Wizard
Check
Charisma
Diplomacy
15
OR
Arcane
13
Powers
On a local check that invokes the Magic trait, recharge to add 1d8.
Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
Arcane 13: 2d10 + 4 + 1d6 ⇒ (2, 1) + 4 + (5) = 12 Paizo re-roll the 2nd d10
Arcane 13: 2 + 1d10 + 4 + 5 ⇒ 2 + (10) + 4 + 5 = 21 acquired
Discard Lyrune-quah Moon Maiden to examine top card then optionally explore:
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.
Combat damage: 1d4 ⇒ 3 Reveal Steel Ibis Lamellar to reduce by 3.
Send Alkali Flask to recovery. Potion of Heroism adds 1d6, Cogsnap's power adds 1d6 to a Ranged Alchemical check. Reload Returning Totem Spear. Discard Stone Skin to add Craft skill per Flask's power.
Combat 11+##=23: 1d8 + 3 + 5d6 + 1d8 + 1d10 + 5 ⇒ (6) + 3 + (1, 4, 2, 4, 2) + (3) + (7) + 5 = 37 defeated
Stone Skin recharge - Craft 15: 1d10 + 5 + 1d6 ⇒ (5) + 5 + (2) = 12 discarded
Recharge Toff Ornelos to draw 2 new Liquid/Alchemical items and keep 1: None in the random cards.
End turn. Send newly acquired item to recovery in place of Potion of Heroism. All Liquid/Alchemical boons in recovery recharge. Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached:
ambient sound of clinking bottles
"Ileosa's gone mad! A cave bear in the throne room? I barely got out of there alive!"
Hand: Deathbane Sling, Death's Touch, Steel Ibis Lamellar, Ambrosia, Deathtrap in a Jar, Crystalline Carnivore, Blessing of Ptah, Returning Totem Spear (loot),
Displayed: Potion of Heroism,
Deck: 12 Discard: 3 Buried: 0
Current Location: Throne Room
Hero Points (Available): 0
NOTES:
Available Support: Feel free to use:
Local -
Distant -
L&D - Stone Skin, Blessings
Other: Dice Re-Roll Used for 6C?: Y
Middle of Deck (Unknown Order): Blackfingers, Fuse Grenade, Flensing Jelly, Potion of Restoration, Blessing of the Elements, Bottled Lightning, The Snakebite, Liquid Persuasion, Elixir of Focus
Recharged: Toff Ornelos (acq), Alkali Flask, Item Placeholder,
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.

MorkXII - Sajan 1017 |

During This Adventure: Adventure 6—The Crown of Fangs
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 6C: Death to the Queen
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 1
Traits
Halfling
Wizard
Veteran
Check
Combat
10+##
OR
Intelligence
Arcane
7+#
Powers
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Monster 5
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 5
Traits
Outsider
Fire
Check
Combat
20
Powers
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
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.
Barrier 2
Traits
Trap
Magic
Veteran
Trigger
Check
Arcane
Divine
6+#
OR
Disable
8+#
Powers
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Barrier 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 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 5
Traits
Curse
Trap
Magic
Check
Wisdom
13
OR
Arcane
Divine
15
Powers
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
• At the start of your turn, you may encounter this barrier.
• When you would explore, first move to a random other location.
• When this location is closed, banish 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 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 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 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 6
Traits
Spear
Melee
Ranged
Fire
Magic
Check
Strength
Melee
Ranged
Survival
16
Powers
For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
On a local combat check, freely discard to add 1d8 and the Fire trait.
You may use this power even if you have previously revealed this card on this check.
Weapon 6
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
15
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character’s combat check, freely discard to add 1d8; if the character is local and still fails this check against a non–story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.
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 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
Attack
Undead
Check
Intelligence
Arcane
11
OR
Wisdom
Divine
13
Powers
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
Spell 4
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.
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
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 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 6
Traits
Light Armor
Magic
Check
Constitution
Fortitude
14
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
• When you suffer any damage, you may bury to reduce it to 0.
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.
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
Paint
Respect
Check
Melee
Fortitude
4
Powers
Display. While displayed:
• When you defeat a monster, after the encounter, you may discard a card to move.
• When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Item 5
Traits
Accessory
Magic
Check
Intelligence
Arcane
Fortitude
10
Powers
Display. While displayed:
• When you suffer Combat or Force damage, reduce it by 1.
• When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
• When this card has 6 markers, bury it.
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.
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
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 6
Traits
Formian
Aristocrat
Check
Intelligence
Knowledge
15
OR
Charisma
Diplomacy
14
Powers
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move 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.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Deity: 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 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
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
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Turn: 4 Radovan/Katlyn99
Top of Blessing Discard Pile: Incitation - When this is the hour: No effect.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessings Remaining: 26
Blessings Deck
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
Blessing 1
Traits
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 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 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
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 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 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
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a spell.
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Blessing 1
Traits
Suit: 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 4
Traits
Deity: Achaekek
Divine
Check
Intelligence
Craft
8
Powers
WHEN THIS IS THE HOUR
Before acting against a story bane monster, draw 1 card then discard 1 card.
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
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: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
All damage is Mental damage that cannot be reduced.
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your check, the difficulty is increased by the number of allies in your hand.
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
Your Survival check is blessed.
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessing 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 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.
Barracks
Traits: Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M:2 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:1 Bl:0 ?:3
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 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.
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.
Monster 6
Traits
Outsider
Fire
Check
Combat
23
Powers
Before acting, roll 1d6.
1–2. This monster is evaded; add the new location Twisting Passages and move to it.
3–4. Treat every feat on your character and role card as unchecked until the end of the turn.
5–6. Bury your discards, then discard your hand.
If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia’s Mantle.
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.
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.
Weapon 6
Traits
Loot
Scythe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
18
Powers
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
Story Bane Monster 6
Traits
Construct
Check
Combat
27
Powers
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers the scourge Drained.
If defeated, rally a supporter of level 5 or below.
Armor 6
Traits
Light Armor
Magic
Check
Constitution
Divine
Fortitude
15
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
• When you suffer any damage, you may bury to reduce it to 0.
• On a local check against a story bane, you may freely discard to add your Divine modifier.
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.
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:1 W:0 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:2
Located here: Sajan
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.
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.
Story Bane Monster 2
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
11+##
OR
Charisma
Diplomacy
6+#
Powers
If undefeated, shuffle a new barrier into your location.
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.
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.
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.
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.
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.
Spell 6
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
13
Powers
Freely display. While displayed:
• On combat checks, add 2d6 and the Acid trait.
• At the end of the turn, banish; each other character suffers 1 Acid damage.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 15 check to recharge it instead.
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:1 Ba:1 W:1 Sp:1 Ar:0 I:2 Al:1 Bl:0 ?:2
Located here: Cogsnap
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.
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.
Item 5
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
13
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
Monster 5
Traits
Plant
Veteran
Check
Combat
22
Powers
Immune to Mental and Poison.
Resistant to Acid and Electricity.
If you are at a Wild location, the difficulty to defeat is increased by #.
If undefeated, each local character suffers the scourge Entangled.
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.
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.
Item 6
Traits
Tool
Magic
Gambling
Harrow
Check
Intelligence
Knowledge
12
Powers
Display and choose any skill. While displayed:
• Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
• When you fail a check using that skill, bury this card.
Story Bane Monster 2
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
11+##
OR
Charisma
Diplomacy
6+#
Powers
If undefeated, shuffle a new barrier into your location.
Barrier 5
Traits
Curse
Task
Undead
Check
Intelligence
Knowledge
14
OR
Wisdom
Divine
12
Powers
If undefeated, display this barrier.
While displayed:
• At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
• When a power would remove 1 of your scourges, you may instead banish this barrier.
Reading Room
Traits: Sacred, Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M:1 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:0 ?:5
Notes: Lady Despair
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.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 2
Traits
Deity: Urgathoa
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
On your check to acquire a boon, add 1d6; if you succeed, bury the boon.
On any check, discard to bless.
On a Fortitude check or a check that invokes the Undead trait, discard to bless twice.
Discard to explore.
Spell 1
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Spell 4
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
Story Bane Monster 2
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
11+##
OR
Charisma
Diplomacy
6+#
Powers
If undefeated, shuffle a new barrier into your location.
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
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 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.
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.
Item 6
Traits
Object
Magic
Check
Wisdom
Arcane
Divine
Perception
13
Powers
Display. While displayed:
• At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
• On your Perception check, you may freely reveal to add 1d10.
• You may freely reload to ignore a power that happens when you examine a card.
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:0 ?:3
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.
Story Bane Monster 2
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
11+##
OR
Charisma
Diplomacy
6+#
Powers
If undefeated, shuffle a new barrier into 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.
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.
Ally 6
Traits
Animal
Mount
Check
Wisdom
Survival
16
Powers
On a local combat check, recharge to add 2d4.
Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.
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.
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.
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
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 6
Traits
Trigger
Human
Aristocrat
Bard
Check
Combat
22
Powers
When examined, shuffle this monster into a pile with a number of new blessings equal to the number of locations minus 1, then shuffle a card from the pile into each location.
Immune to Mental.
Before acting, each local character must succeed at Wisdom, Arcane, or Divine 10 check or shuffle a random card into their deck and move to a random location. If you move to another location, this monster is evaded.
Barrier 5
Traits
Trigger
Curse
Undead
Check
Constitution
Fortitude
13
OR
Intelligence
Perception
15
Powers
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Library
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:
Tower
Traits: Urban
At This Location: At the start of your turn, you may examine the top card of a distant location.
When Closing: Succeed at a Wisdom or Perception 4+# check.
When Permanently Closed: You may examine the top card of a distant location.
M:2 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:4
Monster 6
Traits
Undead
Check
Combat
26
Powers
Immune to Mental and Poison.
Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
If undefeated, suffer the scourge Drained.
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.
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.
Weapon 6
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
17
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.
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.
Story Bane Monster 6
Traits
Human
Enchanter
Gray Maiden
Check
Combat
17
Powers
Before acting, succeed at a Wisdom 13 check or reload all weapons, spells, armors, and Attack boons.
If undefeated, shuffle your deck, then uncheck Ishani Dhatri from your rallied supporters.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
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.
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.
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.
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 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
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 5
Traits
Human
Summoner
Check
Powers
Display. While displayed:
• When a character encounters a summoned bane, you may bury to let that character evade it.
• □ On your checks against Outsider banes, add 1d4.

Radovan - Katlyn99 |

Radovan starts at the Tower.
"
Hand: The Joke, The Winged Serpent, Shocking Sawtooth Saber, Alaeron, Brooch of Protection, Ring of Regeneration, The Unicorn (harrow),
Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Tower
Hero Points: 1/1
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): Torius Vin, Dancing Dagger, Red Leathers, Bloodroot Poison, The Savored Sting, The Locksmith, Appleslayer, Limning Starknife (loot), Grogul, Keen Spiked Chain (2 handed), Belt of Physical Might (Core), Zae, The Vision, Snick, Serithtial (loot)
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: Incitation - When this is the hour: No effect.
At This Location: At the start of your turn, you may examine the top card of a distant location.
Examined Oubliette Card 1: Thundering Earthbreaker
Explore: Warsworn
Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
Suffer 1 combat damage. Display brooch of protection to reduce by 1. Display Hippogriff Rider (4) next to Norge for taking damage from a monster.
Reveal Shocking Sawtooth Saber. Discard Alaeron. Discard The Joke. Don't apply Fell Viridio since immune to poison.
Combat 26: 2d8 + 6 + 1d4 + 1 + 1d6 + 2d8 ⇒ (8, 2) + 6 + (4) + 1 + (6) + (4, 7) = 38
Warsworn banished. Display Evoker (1) next to Quang for defeating a monster.
Discard The Unicorn to explore. Harrow played. Draw my only ally in my discard pile - Alaeron
Explore: Zellara
Auto fail. Zellara banished.
Discard Alaeron to explore.
Explore: Disintegrate
Auto fail. Disintegrate banished.
End of Turn Actions: Ring of Regeneration
Ring of Regeneration: 1d3 ⇒ 1 The Joke
At the end of your turn, examine the top card of your location; if you examine a boon, either bury a card or summon and encounter the danger.
Examined Tower Card 4: Dancing Dagger
Encounter: Gray Maiden Guard
Radovan evades.
"
Hand: Shocking Sawtooth Saber, Ring of Regeneration, The Winged Serpent, Appleslayer, Snick, The Locksmith,
Displayed: Brooch of Protection,
Deck: 13 Discard: 2 Buried: 0
Current Location: Tower
Hero Points: 1/1
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): Evoker (1)
Norge (Fire IC d8): Hippogriff Rider (4)
Fell Viridio (Poison IC 2d6):
Middle of Deck (Unknown Order): The Savored Sting, Torius Vin, Red Leathers, The Vision, Keen Spiked Chain (2 handed), Limning Starknife (loot), Grogul, Zae, Bloodroot Poison, Dancing Dagger, Belt of Physical Might (Core), Serithtial (loot)
Recharged: 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)

Angban |

Start turn. Hour is The Waxworks. Discard Dragon pistol to avoid Exhausted. Tower power, examine top of Reading Room: Mad Prophet.
Move to Chambers. Explore, first examining 3: Incitation, Silver War Paint, Gray Maiden Guard. Must encounter the monster. Bury Shock Musket and recharge Bayonet.
Combat 11 + ## = 23: 1d8 + 6 + 1d10 + 1 + 2d8 + 1d4 + 1 ⇒ (3) + 6 + (6) + 1 + (8, 1) + (2) + 1 = 28 Defeated!
Attempt to close. Discard to double bless.
Dex 5 + # = 11: 2d8 + 3 ⇒ (8, 8) + 3 = 19 Success!
Chambers closed! Move to Tower. Display Voidglass armor.
End turn. Examine top card: Dancing Dagger. Bury shotgun. Recharge Shotgun. Reset hand, drawing 5.
Hand: Kazavon's Shield, Poisoned Bullets, The Lucky Drunk, Blessed Bullet, Blessing of Achaekek, Lucky Rifle +2,
Displayed: Voidglass Armor,
Deck: 12 Discard: 2 Buried: 1
Display Blessed and Poisoned Bullets and draw 2.
Hand: Kazavon's Shield, The Lucky Drunk, Blessing of Achaekek, Lucky Rifle +2, Dread Helm, Clockwork Owl,
Displayed: Voidglass Armor, Blessed Bullet, Poisoned Bullets,
Deck: 10 Discard: 2 Buried: 1
Current Location: Tower
Hero Points: 3
Shirt Reroll: Available
NOTES:
Available Support: Shield adds d6 to local incorporeal/Dragon. Lucky Drunk double blesses any local check. Ackaekek double blesses vs story banes. Rifle adds 1d4 + 1 to a combat after the roll. Helm recharges to avenge.
Middle of Deck (Unknown Order): Lyrune-quah Moon Maiden, Toxic Blunderbuss +1, Gorum's Iron, Flaming Musket +2, Dragonbreath Shot, Shock Bullets, Blessing of Alkenstar, Powder Horn
Recharged: Lifesurge Bayonet +1, Ghostbane Shotgun +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 (☑ or 3) 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 Foreign Trader: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. Examine the top card of my deck: Infernal Healing. Draw it. Reveal Staff of Greater Healing to heal for 1. Shapechange: Increase my physical skills.
Move to Throne Room.
Weapon 4
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
strength 14: 1d12 + 2 ⇒ (8) + 2 = 10
Discard Leech to explore.
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.
wisdom 12 revealing Headband of Mental Superiority, discarding Infernal Healing to add my intelligence: 1d8 + 1d4 + 1d12 + 4 ⇒ (2) + (1) + (12) + 4 = 19
Draw a card for the non combat check: Good Omen (Core). Discard Firepelt Cougar to explore.
Item 5
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
13
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
intelligence 13 revealing Headband of Mental Superiority, casting Good Omen (Core): 1d12 + 1d4 + 1d6 + 10 ⇒ (8) + (1) + (2) + 10 = 21
Draw a card for the non combat check: Bound Imp (Core). Send Bound Imp (Core) to recovery to draw 2 cards: Djinn and Lyre Of Storms. Discard Djinn to examine the next card: Corpse Lotus then explore.
Monster 5
Traits
Plant
Veteran
Check
Combat
22
Powers
Immune to Mental and Poison.
Resistant to Acid and Electricity.
If you are at a Wild location, the difficulty to defeat is increased by #.
If undefeated, each local character suffers the scourge Entangled.
combat 22 casting Frost Ray (Core), revealing Headband of Mental Superiority x2: 1d12 + 3d6 + 2d4 + 6 ⇒ (11) + (2, 2, 3) + (2, 3) + 6 = 29
Recharge Lightning Bolt (Core) to examine the next card: Irori’s Mastery. Recharge Lyre Of Storms to encounter it.
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.
Banished. End turn. Scenario effect examine the next card: Embiggen. A boon so bury Scabbard Of Keen Edges.
Ezren ends their turn.
Ezren attempts to recover all cards in their Recovery pile.
Good Omen (Core): Arcane 8: 1d12 + 1d4 + 1d4 + 6 ⇒ (7) + (4) + (2) + 6 = 19 -> Good Omen (Core) recharged.
Bound Imp (Core): Arcane 8: 1d12 + 1d4 + 1d4 + 6 ⇒ (11) + (3) + (1) + 6 = 21 -> Bound Imp (Core) recharged.
Frost Ray (Core): Arcane 9: 1d12 + 1d4 + 1d4 + 6 ⇒ (6) + (4) + (4) + 6 = 20 -> Frost Ray (Core) recharged.
Ezren resets their hand.
Hand: Headband of Mental Superiority, Headband Of Mental Superiority 2, Staff of Greater Healing, The Marriage , Fate-reader Lenses, Giant Form, Dominate (Core), Meteor Swarm,
Displayed: Sabina Merrin, Thousand Bones, Laori Vaus, Keppira D’bear, Grandmaster Boule, Shapechange,
Deck: 20 Discard: 5 Buried: 2
"Current Location: Base
Hero Points: 5
Respect Points 6"
"NOTES:
Available Support: Folio reroll: used
Blessings are available for use.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.The Marriage: 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.
Laori Vaus: • After you discard cards as damage, you may draw a card.
• When you would fail your combat check, you may bury to add 1d8.Thousand Bones: • 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.Sabina Merrin: • On your checks against Gray Maiden cards, add 1d4.
Grandmaster Boule: • You may bury to examine the top card of a location; if it is a boon, draw it.
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.Marcus Endrin: • You may bury to move any number of characters.
• On any combat check at a non-Underground location, you may bury to add 2d8.Fate-reader Lenses: On any Perception check, reveal to add 1d10.
Movement: Move me to Arsenal if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Lyrune-quah Truthspeaker, Giant Form 2, Fly (Core), Chain Lightning (Core), Nightspear, Ring of Protection (Core), Spellbook (Core), Locate Object (Core), Orison, Disintegrate (Core), Death's Touch (Core), Our Lord In Iron, Soothing Word, The Queen Mother, Staff Of Greater Necromancy
Recharged: Lightning Bolt (Core), Lyre Of Storms, Good Omen (Core), Bound Imp (Core), Frost Ray (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 ☑ 8 ☐ ☐ ☐
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.
Throne Room Cards 2 and 3 acquired. Cards 1, 4, and 5 banished. Card 6 examined.

MorkXII - Sajan 1017 |

Move to Tower.
Hour: On your check against a spell, add 1d4.
Kit: Take The Empty Throne for Cure.
Examine Barracks: Asyra
Move to Reading Room.
Explore: Mad Prophet
Steal Soul for +d4, Ezren reveals Fate Reader Lenses for +d10, recharge Rual for +d4
Perception 4+#+1=11: 1d8 + 2 + 1d10 + 1d4 + 1d4 ⇒ (1) + 2 + (8) + (1) + (4) = 16 Defeated.
Ruan heals: Incitation
Draw the hour: Nethys’s Duality
New hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
Discard Exalted to explore: Sands Of The Hour
+1 from the location, auto acquired.
Discard Sands Of The Hour to examine: Urgathoa’s Gluttony and explore.
Steal Soul, +1 from location, discard The Empty Throne to bless and draw Exalted.
Fort 5+#=11: 1d8 + 3 + 1d4 + 1 + 1d8 ⇒ (8) + 3 + (1) + 1 + (8) = 21 Acquired.
Discard Urgathoa’s Gluttony to explore: Good Omen
Steal Soul, +1 from location,
Wisdom 6: 1d8 + 1 + 1d4 + 1 ⇒ (1) + 1 + (4) + 1 = 7 Acquired.
Discard Orison to explore: Restoration
Steal Soul, +1 from location,
Wisdom 12: 1d8 + 1 + 1d4 + 1 ⇒ (3) + 1 + (4) + 1 = 9 Banished.
Reveal Pious Healer to heal 1d4 + 2 ⇒ (2) + 2 = 4 cards: The Empty Throne, Orison, Urgathoa’s Gluttony, Wayfinder. Discard Pious Healer.
Discard Exalted to explore: Gray Maiden Guard
Recharge Serpentform Belt for char power, Steal Soul, +1 from location, recharge The Locksmith to double bless.
Combat 11+##=23: 1d8 + 6 + 1d10 + 5 + 1d4 + 1 + 2d8 ⇒ (2) + 6 + (7) + 5 + (3) + 1 + (7, 3) = 34 Defeated.
Close: Summon and acquire a blessing: Incitation
Steal Soul, +1 from location
Divine 4: 1d4 + 1d4 + 1 ⇒ (1) + (3) + 1 = 5 Acquired, closed.
Heal: Sands Of The Hour
Move to Base.
Draw up to 7.
Skills and Powers:Hand: Subtle Deerhorn Knife, Good Omen, Amulet of Furious Fists, Incitation, Nethys’s Duality, Orison, Sands Of The HourSkills STRENGTH d8
Melee +1
DEXTERITY d8 +3
Acrobatics +2
CONSTITUTION d6 +1
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[X6] 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 [X6] +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 [X6] 5
ALLY 3 ☐ 4 ☐ 5
BLESSING 7 [X1] 8 [X3] 9 [X5] 10
Displayed: Cure, Shining Wayfinder, Steal Soul, The Demon’s Lantern
Deck: 17 Discard: 3 Buried: 1
Hero Points: 2 Shirt Reroll Available (CCT-6C): Yes
Notes: Role: BlackjackOrison: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.Steal Soul:Steal Soul
Spell 5Traits
Magic
Arcane
DivineChecks
Intelligence
Arcane
12
OR
Wisdom
Divine
10Powers
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.

MorkXII - Sajan 1017 |

During This Adventure: Adventure 6—The Crown of Fangs
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 6C: Death to the Queen
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 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 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 5
Traits
Undead
Banshee
Incorporeal
Check
Combat
21
Powers
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.
Monster 4
Traits
Gargoyle
Check
Combat
21
Powers
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
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 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
Obstacle
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
Survival
8+#
Powers
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Barrier 2
Traits
Trap
Magic
Veteran
Trigger
Check
Arcane
Divine
6+#
OR
Disable
8+#
Powers
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Barrier 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 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 6
Traits
Sword
Melee
Slashing
2-handed
Magic
Check
Strength
Charisma
Melee
15
Powers
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 6
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
15
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character’s combat check, freely discard to add 1d8; if the character is local and still fails this check against a non–story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 6
Traits
Sword
Melee
Slashing
Electricity
Finesse
Magic
Red Mantis
Check
Strength
Acrobatics
Melee
16
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.
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
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 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 0
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
6
Powers
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 6
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
13
Powers
Freely display. While displayed:
• On combat checks, add 2d6 and the Acid trait.
• At the end of the turn, banish; each other character suffers 1 Acid damage.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 15 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.
Armor 6
Traits
Heavy Armor
Magic
Check
Constitution
Diplomacy
Fortitude
13
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 2.
• 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.
• On your combat or Diplomacy check, you may discard to add 1d10.
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 4
Traits
Light Armor
Respect
Magic
Check
Constitution
Fortitude
Survival
12
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
Armor 4
Traits
Light Armor
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.
Item 4
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Item 6
Traits
Liquid
Alchemical
Attack
Bludgeoning
Fire
Ranged
Check
Intelligence
Craft
14
Powers
For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.
DURING RECOVERY
If proficient, you may succeed at a Craft 16 check to recharge this card.
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.
Item 6
Traits
Loot
Staff
Magic
Arcane
Divine
Attack
Check
Arcane
Divine
12
Powers
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
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.
Ally 6
Traits
Undead
Ghost
Aristocrat
Check
Charisma
Diplomacy
14
OR
Banish A Harrow Card
0
Powers
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
Ally 4
Traits
Aberration
Check
Wisdom
Survival
9
Powers
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards’ before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Ally 4
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 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.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
When a local character fails to acquire a boon, you may bury a card to encounter it.
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
On your check, if no boons are played, it is blessed.
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Melee
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
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.
Turn: 8 Cogsnap/Wilderredbeard
Top of Blessing Discard Pile: Lamashtu’s Madness - When this is the hour: On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
Blessing 2
Traits
Deity: Lamashtu
Divine
Veteran
Check
Intelligence
Arcane
Divine
5+#
Powers
WHEN THIS IS THE HOUR
On your check against a monster, add 1.
Damage suffered from monsters is increased by 1.
On any check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessings Remaining: 22
Blessings Deck
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
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 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 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
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a spell.
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Blessing 1
Traits
Suit: 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 4
Traits
Deity: Achaekek
Divine
Check
Intelligence
Craft
8
Powers
WHEN THIS IS THE HOUR
Before acting against a story bane monster, draw 1 card then discard 1 card.
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
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: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
All damage is Mental damage that cannot be reduced.
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your check, the difficulty is increased by the number of allies in your hand.
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
Your Survival check is blessed.
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessing 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 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.
Barracks
Traits: Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M:2 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:1 Bl:0 ?:3
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 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.
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.
Monster 6
Traits
Outsider
Fire
Check
Combat
23
Powers
Before acting, roll 1d6.
1–2. This monster is evaded; add the new location Twisting Passages and move to it.
3–4. Treat every feat on your character and role card as unchecked until the end of the turn.
5–6. Bury your discards, then discard your hand.
If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia’s Mantle.
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.
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.
Weapon 6
Traits
Loot
Scythe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
18
Powers
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
Story Bane Monster 6
Traits
Construct
Check
Combat
27
Powers
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers the scourge Drained.
If defeated, rally a supporter of level 5 or below.
Armor 6
Traits
Light Armor
Magic
Check
Constitution
Divine
Fortitude
15
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
• When you suffer any damage, you may bury to reduce it to 0.
• On a local check against a story bane, you may freely discard to add your Divine modifier.
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.
Chambers
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
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:0 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Cogsnap, Ezren
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.
Item 6
Traits
Tool
Magic
Gambling
Harrow
Check
Intelligence
Knowledge
12
Powers
Display and choose any skill. While displayed:
• Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
• When you fail a check using that skill, bury this card.
Story Bane Monster 2
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
11+##
OR
Charisma
Diplomacy
6+#
Powers
If undefeated, shuffle a new barrier into your location.
Barrier 5
Traits
Curse
Task
Undead
Check
Intelligence
Knowledge
14
OR
Wisdom
Divine
12
Powers
If undefeated, display this barrier.
While displayed:
• At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
• When a power would remove 1 of your scourges, you may instead banish this barrier.
Reading Room
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
Oubliette
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:0 ?:3
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.
Story Bane Monster 2
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
11+##
OR
Charisma
Diplomacy
6+#
Powers
If undefeated, shuffle a new barrier into 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.
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.
Ally 6
Traits
Animal
Mount
Check
Wisdom
Survival
16
Powers
On a local combat check, recharge to add 2d4.
Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.
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.
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.
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
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 6
Traits
Trigger
Human
Aristocrat
Bard
Check
Combat
22
Powers
When examined, shuffle this monster into a pile with a number of new blessings equal to the number of locations minus 1, then shuffle a card from the pile into each location.
Immune to Mental.
Before acting, each local character must succeed at Wisdom, Arcane, or Divine 10 check or shuffle a random card into their deck and move to a random location. If you move to another location, this monster is evaded.
Barrier 5
Traits
Trigger
Curse
Undead
Check
Constitution
Fortitude
13
OR
Intelligence
Perception
15
Powers
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Library
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:
Tower
Traits: Urban
At This Location: At the start of your turn, you may examine the top card of a distant location.
When Closing: Succeed at a Wisdom or Perception 4+# check.
When Permanently Closed: You may examine the top card of a distant location.
M:1 Ba:2 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:4
Located here: Radovan, Angban
Weapon 6
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
17
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.
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.
Story Bane Monster 6
Traits
Human
Enchanter
Gray Maiden
Check
Combat
17
Powers
Before acting, succeed at a Wisdom 13 check or reload all weapons, spells, armors, and Attack boons.
If undefeated, shuffle your deck, then uncheck Ishani Dhatri from your rallied supporters.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
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.
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.
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.
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: Sajan,
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
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 5
Traits
Human
Summoner
Check
Powers
Display. While displayed:
• When a character encounters a summoned bane, you may bury to let that character evade it.
• □ On your checks against Outsider banes, add 1d4.

Cogsnap - WilderRedbeard |

The hour of Lamashtu's Madness
When this is the hour: On your check against a monster, add 1.
Give Death's Touch (Core) to Ezren.
Remain at Throne Room.
Explore:
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.
Arcane 8: 1d10 + 4 + 1d6 ⇒ (2) + 4 + (5) = 11 acquired
Crystalline Carnivore to recovery to explore:
Traits
Tool
Magic
Gambling
Harrow
Check
Intelligence
Knowledge
12
Powers
Display and choose any skill. While displayed:
• Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
• When you fail a check using that skill, bury this card.
Intelligence 12: 1d12 + 3 + 1d10 ⇒ (6) + 3 + (8) = 17 acquired
Discard BoPtah to explore:
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
11+##
OR
Charisma
Diplomacy
6+#
Powers
If undefeated, shuffle a new barrier into your location.
Combat 11+##=23: 1d12 + 3 + 1d8 + 3 + 1d8 + 1 + 1d10 ⇒ (10) + 3 + (7) + 3 + (2) + 1 + (5) = 31 defeated
Recharge Returning Totem Spear to draw 2 new Liquid/Alchemical items from the box: Fuse Grenade (I6) & Wyvern Poison (I5) - Keep Fuse Grenade.
Attempt to close location by summoning and encountering:
Traits
Skirmish
Veteran
Check
Charisma
Diplomacy
6+#
Powers
If undefeated, each character summons and encounters the story bane Thug.
Charisma 6+#=12: 3d10 ⇒ (9, 5, 10) = 24 defeated
Throne Room closed. Move to Oubliette.
Display The Lost Harrows and choose Constitution.
Send Ambrosia to recovery to heal Cogsnap: 1d4 + 1 ⇒ (4) + 1 = 5
End turn. Embiggen goes to recovery. Send Deathtrap in a Jar to recovery in place of Potion of Heroism. Examine top card of location. It's a boon so summon & encounter the danger:
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
11+##
OR
Charisma
Diplomacy
6+#
Powers
If undefeated, shuffle a new barrier into your location.
Combat 11+##=23: 1d10 + 5 + 4d8 + 1d6 ⇒ (10) + 5 + (4, 6, 4, 1) + (2) = 32 defeated
Recharge Steel Ibis Lamellar to draw 2 new Liquid/Alchemical items from the box and keep 1: None available.
All Alchemical boons recharge.
Embiggen - Arcane 10: 1d10 + 4 + 1d6 ⇒ (6) + 4 + (2) = 12 recharged
Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached:
ambient sound of clinking bottles
"Oh this spell is magnificent! Take THAT you misguided fiends! Maybe there's a way I can mimic this transformation with my own reagents...."
Hand: Stone Skin, (Item Placeholder), Liquid Persuasion, Potion of Restoration, Blackfingers, The Snakebite, The Theater (Harrow), Toff Ornelos (acq),
Displayed: Potion of Heroism, The Lost Harrows (acq),
Deck: 17 Discard: 0 Buried: 0
Current Location: Oubliette
Hero Points (Available): 0
NOTES:
Available Support: Feel free to use:
Local -
Distant -
L&D - Stone Skin, Blessings
Other: Dice Re-Roll Used for 6C?: Y
Middle of Deck (Unknown Order): Elixir of Focus, Returning Totem Spear (loot), Lyrune-quah Moon Maiden (loot), Flensing Jelly, Deathbane Sling, Bottled Lightning, Fuse Grenade, Blessing of the Elements, Blue War Paint (acq), Alkali Flask, Blessing of Ptah
Recharged: Steel Ibis Lamellar, Fuse Grenade (acq), Ambrosia, Embiggen (acq), Crystalline Carnivore, 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.

Radovan - Katlyn99 |

Hourglass Discard: The Courtesan - When this is the hour: When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
Start of Turn: Reveal to recharge
Ring of Regeneration: 1d2 ⇒ 2 Alaeron
At This Location: At the start of your turn, you may examine the top card of a distant location.
Oubliette Card 1 - Thundering Earthbreaker
Move: Move to Oubliette
Explore: Thundering Earthbreaker
Auto fail. Thundering Earthbreaker banished.
Discard Appleslayer to move back to the Tower and explore.
Explore: Dancing Dagger
Recharge Snick, discard the locksmith to bless, bury Evoker (1)
Stealth 17: 2d8 + 6 + 1d6 + 1d6 + 1 ⇒ (7, 2) + 6 + (5) + (1) + 1 = 22
Dancing Dagger acquired. Display it next to Quang.
End of Turn Actions: Ring of Regeneration
Ring of Regeneration: 1d3 ⇒ 3 The Locksmith
At the end of your turn, examine the top card of your location; if you examine a boon, either bury a card or summon and encounter the danger. - Tower Card 2: Crematory Blast
"
Hand: Shocking Sawtooth Saber, Ring of Regeneration, The Winged Serpent, Limning Starknife (loot), Red Leathers, Bloodroot Poison,
Displayed: Brooch of Protection,
Deck: 13 Discard: 2 Buried: 0
Current Location: Tower
Hero Points: 1/1
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): Dancing Dagger (6)
Norge (Fire IC d8): Hippogriff Rider (4)
Fell Viridio (Poison IC 2d6):
Middle of Deck (Unknown Order): Grogul, The Vision, Serithtial (loot), Zae, Dancing Dagger, Torius Vin, Belt of Physical Might (Core), The Savored Sting, Keen Spiked Chain (2 handed)
Recharged: The Joke, Alaeron, Snick, The Locksmith,
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 6—The Crown of Fangs
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 6C: Death to the Queen
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
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.
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 2
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
6+#
Powers
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Barrier 1
Traits
Obstacle
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
Survival
8+#
Powers
Cannot be evaded.
If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.
Barrier 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 5
Traits
Curse
Task
Undead
Check
Intelligence
Knowledge
14
OR
Wisdom
Divine
12
Powers
If undefeated, display this barrier.
While displayed:
• At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
• When a power would remove 1 of your scourges, you may instead banish this barrier.
Barrier 1
Traits
Skirmish
Veteran
Check
Strength
Dexterity
Melee
4+#
Powers
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Barrier 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 6
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
15
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character’s combat check, freely discard to add 1d8; if the character is local and still fails this check against a non–story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 6
Traits
Loot
Axe
Melee
Slashing
Magic
Check
Strength
Melee
15
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.
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 6
Traits
Sword
Melee
Slashing
Electricity
Finesse
Magic
Red Mantis
Check
Strength
Acrobatics
Melee
16
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.
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 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 6
Traits
Magic
Arcane
Divine
Mental
Check
Intelligence
Wisdom
Arcane
Divine
14
Powers
Display. While displayed:
• When you encounter a monster, you may evade it; if you do, you may recharge a card to explore.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.
Spell 0
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
6
Powers
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 4
Traits
Magic
Arcane
Divine
Attack
Undead
Check
Intelligence
Arcane
11
OR
Wisdom
Divine
13
Powers
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
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 6
Traits
Light Armor
Magic
Check
Constitution
Fortitude
14
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
• When you suffer any damage, you may bury to reduce it to 0.
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
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.
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 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 6
Traits
Object
Magic
Check
Wisdom
Arcane
Divine
Perception
13
Powers
Display. While displayed:
• At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
• On your Perception check, you may freely reveal to add 1d10.
• You may freely reload to ignore a power that happens when you examine a card.
Item 5
Traits
Accessory
Magic
Check
Intelligence
Arcane
Fortitude
10
Powers
Display. While displayed:
• When you suffer Combat or Force damage, reduce it by 1.
• When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
• When this card has 6 markers, bury it.
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 6
Traits
Formian
Aristocrat
Check
Intelligence
Knowledge
15
OR
Charisma
Diplomacy
14
Powers
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
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.
Ally 3
Traits
Animal
Veteran
Check
Wisdom
Survival
9
Powers
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
Ally 5
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 2
Traits
Deity: Zon-kuthon
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
After discarding any number of cards as damage, draw a card.
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
Blessing 0
Traits
Divine
Check
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.
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.
Turn: 10 Angban/eddiephlash
Top of Blessing Discard Pile: The Uprising - When this is the hour: Your non-combat check against a bane is blessed.
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.
Blessings Remaining: 20
Blessings Deck
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 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
Deity: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a spell.
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Blessing 1
Traits
Suit: 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 4
Traits
Deity: Achaekek
Divine
Check
Intelligence
Craft
8
Powers
WHEN THIS IS THE HOUR
Before acting against a story bane monster, draw 1 card then discard 1 card.
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
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: Abadar
Divine
Veteran
Check
Diplomacy
Disable
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check to close or to guard, add 1d4.
On any check, discard to bless.
On a check to acquire, recharge to bless.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
All damage is Mental damage that cannot be reduced.
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
On your check, the first item or ally played is played freely.
When you would encounter a card, discard to move to a distant character’s location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your check, the difficulty is increased by the number of allies in your hand.
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Survival
4+#
Powers
WHEN THIS IS THE HOUR
Your Survival check is blessed.
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you close your location, instead of banishing its cards, shuffle them into a random other location.
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Blessing 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 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.
Barracks
Traits: Urban
At This Location: On your combat check, add 1d4. On your Diplomacy and Stealth checks, the difficulty is increased by 1d4.
When Closing: Succeed at a combat check with a difficulty equal to 5+## plus the total number of monsters on all locations’ deck lists at the size built.
When Permanently Closed: Each local character may heal an Attack, Melee, or Ranged boon.
M:2 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:1 Bl:0 ?:3
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 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.
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.
Monster 6
Traits
Outsider
Fire
Check
Combat
23
Powers
Before acting, roll 1d6.
1–2. This monster is evaded; add the new location Twisting Passages and move to it.
3–4. Treat every feat on your character and role card as unchecked until the end of the turn.
5–6. Bury your discards, then discard your hand.
If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia’s Mantle.
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.
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.
Weapon 6
Traits
Loot
Scythe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
18
Powers
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
Story Bane Monster 6
Traits
Construct
Check
Combat
27
Powers
Immune to Mental and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers the scourge Drained.
If defeated, rally a supporter of level 5 or below.
Armor 6
Traits
Light Armor
Magic
Check
Constitution
Divine
Fortitude
15
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
• When you suffer any damage, you may bury to reduce it to 0.
• On a local check against a story bane, you may freely discard to add your Divine modifier.
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.
Chambers
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
Throne Room
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: Ezren
Reading Room
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
Oubliette
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:1 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:3
Located here: Cogsnap, Radovan,
Story Bane Monster 2
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
11+##
OR
Charisma
Diplomacy
6+#
Powers
If undefeated, shuffle a new barrier into 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.
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.
Ally 6
Traits
Animal
Mount
Check
Wisdom
Survival
16
Powers
On a local combat check, recharge to add 2d4.
Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.
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.
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.
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
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 6
Traits
Trigger
Human
Aristocrat
Bard
Check
Combat
22
Powers
When examined, shuffle this monster into a pile with a number of new blessings equal to the number of locations minus 1, then shuffle a card from the pile into each location.
Immune to Mental.
Before acting, each local character must succeed at Wisdom, Arcane, or Divine 10 check or shuffle a random card into their deck and move to a random location. If you move to another location, this monster is evaded.
Barrier 5
Traits
Trigger
Curse
Undead
Check
Constitution
Fortitude
13
OR
Intelligence
Perception
15
Powers
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Library
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:
Tower
Traits: Urban
At This Location: At the start of your turn, you may examine the top card of a distant location.
When Closing: Succeed at a Wisdom or Perception 4+# check.
When Permanently Closed: You may examine the top card of a distant location.
M:1 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:4
Located here: Angban, Radovan,
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.
Story Bane Monster 6
Traits
Human
Enchanter
Gray Maiden
Check
Combat
17
Powers
Before acting, succeed at a Wisdom 13 check or reload all weapons, spells, armors, and Attack boons.
If undefeated, shuffle your deck, then uncheck Ishani Dhatri from your rallied supporters.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Sarenrae
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you heal, you may heal an additional card.
Recharge to heal another local character a card.
Discard to explore. This exploration, you may evade monsters you encounter.
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.
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.
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.
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: Sajan,
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
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 5
Traits
Human
Summoner
Check
Powers
Display. While displayed:
• When a character encounters a summoned bane, you may bury to let that character evade it.
• □ On your checks against Outsider banes, add 1d4.

Angban |

Start turn. Hour is The Uprising. Tower, examine top of a distant location. Oubliette 1: Gray Maiden Guard. Give Kazavon's Shield to Radovan.
Move to Oubliette and explore the Guard, Reveal Rifle. Send Poisoned Bullets to recovery.
Combat 11 +## = 23: 1d8 + 6 + 1d12 + 2 + 1d12 ⇒ (1) + 6 + (11) + 2 + (9) = 29 Defeated!
Attempt to close. Ask for Sajan's Good Omen.
Fort 5+#=11: 1d10 + 4 + 1d6 + 6 ⇒ (3) + 4 + (5) + 6 = 18 Success!
Oubliette closed! Move to Tower.
End turn. Recharge Shock Musket. Recharge Clockwork Owl for recovery check.
Poisoned Bullets: Craft 8: 1d6 + 4 + 2d8 ⇒ (1) + 4 + (5, 1) = 11 -> Poisoned Bullets recharged.
Angban resets his hand, drawing 2.
Hand: The Lucky Drunk, Blessing of Achaekek, Lucky Rifle +2, Dread Helm, Powder Horn, Gorum's Iron,
Displayed: Voidglass Armor, Blessed Bullet,
Deck: 11 Discard: 2 Buried: 0
Current Location: Tower
Hero Points: 3
Shirt Reroll: Available
NOTES:
Available Support: Lucky Drunk double blesses any local check. Ackaekek double blesses vs story banes. Rifle adds 1d4 + 1 to a combat after the roll. Helm recharges to avenge. Gorum's Iron recharges to bless non-Attack combat.
Middle of Deck (Unknown Order): Lyrune-quah Moon Maiden, Flaming Musket +2, Toxic Blunderbuss +1, Shock Bullets, Blessing of Alkenstar, Dragonbreath Shot
Recharged: Lifesurge Bayonet +1, Ghostbane Shotgun +2, Shock Musket +1, Clockwork Owl, Poisoned Bullets,
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 (☑ or 3) 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 Lady Of Mysteries: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead. Examine the top card of my deck: Death's Touch (Core). Draw it. Reveal Staff of Greater Healing to heal for 1.
Bury Grandmaster Boule to draw Asyra from the top of Barracks. Bury Marcus Endrin to move everyone. Angban: Barracks, Sajan: Tower, Radovan: Barracks, Cogsnap: Tower, Ezren: Oubliette.
Story Bane Monster 6
Traits
Trigger
Human
Aristocrat
Bard
Check
Combat
22
Powers
When examined, shuffle this monster into a pile with a number of new blessings equal to the number of locations minus 1, then shuffle a card from the pile into each location.
Immune to Mental.
Before acting, each local character must succeed at Wisdom, Arcane, or Divine 10 check or shuffle a random card into their deck and move to a random location. If you move to another location, this monster is evaded.
Will spoiler combat for guard checks.
arcane 10 BYA revealing Headband of Mental Superiority x2: 1d12 + 2d4 + 6 ⇒ (7) + (1, 4) + 6 = 18
combat 22 casting Meteor Swarm adding 2d10 and fire, reveal Headband of Mental Superiority x2, reload Asyra and bury Giant Form, Staff of Greater Healing, Death's Touch (Core), and Death's Touch to add 4d10, discarding The Marriage to bless: 2d12 + 2d6 + 2d10 + 2d4 + 4d10 + 6 ⇒ (4, 5) + (6, 6) + (10, 8) + (3, 4) + (2, 6, 6, 2) + 6 = 68

Cogsnap - WilderRedbeard |

Send Potion of Restoration to recovyer to draw 2 cards: Elixir of Focus & Blessing of Ptah.
Send Elixir of Focus to recovery in place of Liquid Persuasion to add Craft skill to Wisdom guard check. Potion of Heroism adds 1d6.
Wisdom 4+#=10: 1d6 + 1d10 + 5 + 1d6 ⇒ (3) + (5) + 5 + (2) = 15 success
Tower guarded.
Hand: Stone Skin, Liquid Persuasion, Blackfingers, The Snakebite, Blessing of Ptah, Bottled Lightning (acq), The Theater (Harrow), Toff Ornelos (acq),
Displayed: Potion of Heroism, The Lost Harrows (acq),
Deck: 15 Discard: 0 Buried: 0
Current Location: Tower
Hero Points (Available): 0
NOTES:
Available Support: Feel free to use:
Local -
Distant -
L&D - Stone Skin, Blessings
Other: Dice Re-Roll Used for 6C?: Y

Angban |

Guarding Barracks. Reveal Lucky Rifle +2. Recharge Gorum's Iron to bless. Radovan recharges a starknife.
Combat 5 + ## + 3 + 2 + 2 = 24: 2d8 + 6 + 1d12 + 2 + 1d4 + 1 ⇒ (8, 2) + 6 + (4) + 2 + (4) + 1 = 27 Whoa, no after the roll powers needed!
Barracks Guarded! Victory!

MorkXII - Sajan 1017 |

DEVELOPMENT:
From the Crimson Throne, the queen smiles and greets you as if you were long-lost friends.
“Thank you for finally seeking me out,” she says. “I have been observing your progress over the past few months, and I commend you for the assistance you have provided the people of Korvosa.”
Then her demeanor turns cold.
“However, your services are no longer required. If you leave Korvosa immediately and never return, I will not seek your execution as traitors to the crown.”
For some reason, that recourse sounds tempting. Her honeyed words wrap themselves around your brain, squeezing off all the aether in your lungs, and—
No, you just kill her. It is a surprisingly easy task, given how much pain she has caused her citizens.
The queen melts into a pool of blood, her crown tumbling from her head and turning to ash. That would be a triumphant conclusion, except people don’t do that.
This cannot be the real queen.
SCENARIO REWARD:
Weapon 6
Traits
Sword
Melee
Slashing
Electricity
Finesse
Magic
Red Mantis
Check
Strength
Acrobatics
Melee
16
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.
Ally 6
Traits
Undead
Ghost
Aristocrat
Check
Charisma
Diplomacy
14
OR
Banish A Harrow Card
0
Powers
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
ACQUIRED CARDS:
Weapon 6 Dancing Dagger
Spell 5 Breath Of Life
Spell P2 Embiggen
Spell 4 Giant Form
Spell 1 Good Omen
Spell 6 Meteor Swarm
Spell 6 Shapechange
Item 4 Blue War Paint
Item 4 Bottled Lightning
Item 6 Fuse Grenade
Item 5 Headband Of Mental Superiority
Item 6 Lyre Of Storms
Item 5 Scabbard Of Keen Edges
Item 6 The Lost Harrows
Item 6 Staff Of Greater Necromancy
Ally 5 Andachi
Ally 4 Firepelt Cougar
Ally 6 Toff Ornelos
Ally 5 Asyra
Blessing 1 Nethys’s Duality
Blessing 0 Orison
Blessing 3 Our Lord In Iron
Blessing 0 Prayer
Blessing 0 Sands Of The Hour
Blessing 1 The Queen Mother

MorkXII - Sajan 1017 |

Curse 6D: Legacy of Blood
The queen is dead! Yet the queen lives. How can this be?
A map on the desk of the seneschal Togomor showed a path to a vile swamp called the Mushfens, quite an unlikely place for the elegant queen to visit. On this map was the Sunken Queen, an ancient Thassilonian monument that you now see before you.
Surrounded by a thicket of primeval mangroves, three immense horns topping the moss-covered statue claw at the sky. On one side of the pyramid, one of the horns has collapsed into a jagged, metallic stump. A giant relief of a standing woman is cantilevered into the muck. In the water, you see contorted fish shapes and scaly maws. This is the memorial to Sorshen, Runelord of Lust.
Inside, the walls creak and a crimson light shines through every room. The structure centers around an amorphous blob of tainted blood, over thirty feet wide, hovering and rippling in the air. Shapes periodically form on its turbulent surface: faces, hands, buildings, and figures that shimmer and melt back into the horrific mass. Thin crystal tubes extend from the walls to a point just above the shifting mass of blood.
Immersed in the Everdawn Pool, Queen Ileosa works to complete a blood ritual. She shapes the skyline of Korvosa, and the shape of a taniniver, a massive dragon made entirely out of the blood veil. At your intrusion, she whips around and glares at you with hate in her eyes. There will be no prepared speech this time; she just aims to kill you dead.
And so does the other version of her. And the other. And the rest.
At once, all the Ileosas vanish through the various entrances to the blood chamber. The Sunken Queen shudders from the power of the ritual. The queen will channel Kazavon’s spirit into a dragon of blood today, unless you can stop her.
But which one of her?
LOCATIONS:
1 Blood Pool
1 Ruin
1 Swamp
2 Fishery
3 Caves
4 Repository
5 Island
6 Lair
STORY BANES:
SETUP:
DURING THIS SCENARIO:

MorkXII - Sajan 1017 |

(S,C,R,A,E): 1d9 + 1d8 + 1d7 + 1d6 + 1d5 ⇒ (2) + (7) + (3) + (3) + (2) = 17
Sajan: The Courtesan
Cogsnap: The Tyrant
Radovan: The Liar
Angban: The Marriage
Ezren: The Empty Throne
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would encounter a non– story bane barrier, banish it instead, then summon and encounter a Task barrier.
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your check, the difficulty is increased by the number of allies in your hand.
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Craft
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter an ally.
On a local check, discard to bless.
The character attempting the check may add another local character’s die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a boon to reroll a die.
On any check, discard to bless.
Discard to ignore a bane’s before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.

MorkXII - Sajan 1017 |

During This Adventure: Adventure 6—The Crown of Fangs
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 6D: Legacy of Blood
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 6
Traits
Outsider
Devil
Check
Combat
26
Powers
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
If undefeated, suffer the scourge Wounded.
Monster 5
Traits
Outsider
Fire
Check
Combat
20
Powers
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
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 6
Traits
Aberration
Check
Combat
25
Powers
Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
The difficulty to defeat is increased by twice your number of scourge markers.
Barrier 1
Traits
Obstacle
Lock
Veteran
Check
Strength
Melee
10+#
OR
Disable
6+#
Powers
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Barrier 2
Traits
Trap
Magic
Veteran
Trigger
Check
Arcane
Divine
6+#
OR
Disable
8+#
Powers
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Barrier 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 6
Traits
Trigger
Trap
Magic
Check
Wisdom
15
OR
Disable
13
Powers
When examined, move to this barrier’s location and encounter it.
After acting, a random local character summons and encounters the danger.
If undefeated, each local character suffers the scourge Exhausted.
Barrier 6
Traits
Trap
Magic
Check
None
0
Powers
Display this barrier. While displayed:
• You may not move or explore.
• At the start of a local character’s turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
• When your location is closed, banish this barrier.
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 6
Traits
Spear
Melee
Ranged
Fire
Magic
Check
Strength
Melee
Ranged
Survival
16
Powers
For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
On a local combat check, freely discard to add 1d8 and the Fire trait.
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 6
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
17
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.
Weapon 6
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
15
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character’s combat check, freely discard to add 1d8; if the character is local and still fails this check against a non–story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.
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 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 6
Traits
Magic
Arcane
Attack
Bludgeoning
Check
Intelligence
Arcane
15
Powers
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.
Spell 6
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
13
Powers
Freely display. While displayed:
• On combat checks, add 2d6 and the Acid trait.
• At the end of the turn, banish; each other character suffers 1 Acid damage.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 15 check to recharge it instead.
Spell 4
Traits
Magic
Arcane
Divine
Attack
Undead
Check
Intelligence
Arcane
11
OR
Wisdom
Divine
13
Powers
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
Armor 6
Traits
Light Armor
Magic
Check
Constitution
Divine
Fortitude
15
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
• When you suffer any damage, you may bury to reduce it to 0.
• On a local check against a story bane, you may freely discard to add your Divine modifier.
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 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 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 6
Traits
Instrument
Magic
Check
Charisma
Divine
12
Powers
On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
At the end of any turn, discard this card to let any number of other characters move.
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
Intelligence
Arcane
Fortitude
10
Powers
Display. While displayed:
• When you suffer Combat or Force damage, reduce it by 1.
• When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
• When this card has 6 markers, bury 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 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.
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.
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
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.
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 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: 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: Stars
Harrow
Veteran
Check
Wisdom
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard an ally, recharge it instead.
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Turn: 1 Sajan/MorkXII
Top of Blessing Discard Pile: The Forge - When this is the hour: On your check, add 1 for each type of boon played.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessings Remaining: 32
Blessings Deck
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 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: 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: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessing 3
Traits
Deity: Gozreh
Divine
Check
Wisdom
Divine
Survival
8
Powers
WHEN THIS IS THE HOUR
At the start of the turn, any character may recharge a card to move.
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
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: 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: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you move during your move step, bury a card.
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
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: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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
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: 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 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 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.
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 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
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.
Proxy 0
Traits
Check
None
0
Powers
Blessing 2
Traits
Deity: Norgorber
Divine
Veteran
Check
Dexterity
Divine
Stealth
5+#
Powers
WHEN THIS IS THE HOUR
On your Stealth check or your check that invokes the Poison trait, add 1d4.
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Blessing 3
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: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blood Pool
Traits: Urban
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M:3 Ba:0 W:1 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:1
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.
Story Bane Monster 6
Traits
Animal
Aquatic
Check
Combat
27
OR
Arcane
Survival
12
Powers
After acting, suffer the scourge Poisoned.
If undefeated, suffer the scourge Entangled.
Monster 1
Traits
Human
Warrior
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
8+#
Powers
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Monster 4
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.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Melee
4+#
Powers
WHEN THIS IS THE HOUR
Your Ranged check is blessed.
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
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 6
Traits
Object
Magic
Check
Wisdom
Arcane
Divine
Perception
13
Powers
Display. While displayed:
• At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
• On your Perception check, you may freely reveal to add 1d10.
• You may freely reload to ignore a power that happens when you examine a card.
Item 6
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
14
Powers
At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
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 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.
Ruin
Traits: Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1
Barrier 6
Traits
Skirmish
Check
None
0
Powers
Roll 1d6. Each local character summons and encounters the corresponding story bane:
1–2. Grey Maiden Guard 3–4. Red Mantis Assassin 5–6. Ileosa’s Fury This barrier is defeated only if you defeat your encounter.
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.
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.
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.
Barrier 1
Traits
Skirmish
Veteran
Check
Strength
Dexterity
Melee
4+#
Powers
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Barrier 5
Traits
Trigger
Curse
Undead
Check
Constitution
Fortitude
13
OR
Intelligence
Perception
15
Powers
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Story Bane Monster 6
Traits
Human
Devil
Aristocrat
Bard
Check
Charisma
Wisdom
12
THEN
Combat
22
Powers
Resistant to Fire, Melee, and Ranged.
When encountered, a character may reveal the Loot weapon Serithtial; if no character does, suffer 1d6 Force damage and this monster is evaded.
Before acting, another local character summons and encounters the story bane Taniniver.
The Combat difficulty to defeat is increased by 1d12.
Weapon 6
Traits
Loot
Scythe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
18
Powers
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
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.
Armor 6
Traits
Heavy Armor
Magic
Check
Constitution
Diplomacy
Fortitude
13
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 2.
• 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.
• On your combat or Diplomacy check, you may discard to add 1d10.
Swamp
Traits: Aquatic, Wild
At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
When Permanently Closed: No effect.
M:4 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
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.
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.
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 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.
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.
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.
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.
Monster 6
Traits
Outsider
Fire
Check
Combat
23
Powers
Before acting, roll 1d6.
1–2. This monster is evaded; add the new location Twisting Passages and move to it.
3–4. Treat every feat on your character and role card as unchecked until the end of the turn.
5–6. Bury your discards, then discard your hand.
If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia’s Mantle.
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
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.
Fishery
Traits: Aquatic, Urban, Wild
At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
When Closing: Summon and defeat the story bane Jigsaw Shark.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1
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 6
Traits
Tool
Magic
Gambling
Harrow
Check
Intelligence
Knowledge
12
Powers
Display and choose any skill. While displayed:
• Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
• When you fail a check using that skill, bury this card.
Ally 6
Traits
Formian
Aristocrat
Check
Intelligence
Knowledge
15
OR
Charisma
Diplomacy
14
Powers
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
Monster 4
Traits
Trigger
Aberration
Check
Combat
20
Powers
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
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.
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 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
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.
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.
Cave
Traits: Underground, Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
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.
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 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
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.
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.
Item 5
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
13
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
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 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.
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.
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:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
Barrier 5
Traits
Curse
Task
Undead
Check
Intelligence
Knowledge
14
OR
Wisdom
Divine
12
Powers
If undefeated, display this barrier.
While displayed:
• At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
• When a power would remove 1 of your scourges, you may instead banish this barrier.
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+#.
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Item 6
Traits
Loot
Staff
Magic
Arcane
Divine
Attack
Check
Arcane
Divine
12
Powers
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
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.
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.
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.
Weapon 6
Traits
Sword
Melee
Slashing
2-handed
Magic
Check
Strength
Charisma
Melee
15
Powers
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force 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.
Island
Traits: Aquatic, Wild
At This Location: On your turn, if you are the only local character, you may freely play allies and blessings.
When Closing: Succeed at a Constitution, Acrobatics, or Fortitude 5+# check.
When Permanently Closed: No effect.
M:2 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:2 ?:1
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.
Barrier 6
Traits
Skirmish
Check
None
0
Powers
Roll 1d4. Each local character summons and encounters the corresponding story bane:
1. Bandit 3. Rescue 2. Cultist 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
Monster 6
Traits
Ooze
Check
Combat
23
Powers
Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.
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.
Item 4
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
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: Books
Harrow
Veteran
Check
Intelligence
Craft
4+#
Powers
WHEN THIS IS THE HOUR
When a local character fails to acquire a boon, you may bury a card to encounter it.
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Barrier 1
Traits
Trigger
Curse
Task
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
4+#
Powers
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Monster 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.

Radovan - Katlyn99 |

Radovan starts at the Repository.
Replace Bloodroot Poison with The Lost Harrows.
If I get the Shocking Sawtooth Saber I will replace Limning Starknife with it.
"
Hand: Dancing Dagger, The Vision, Belt of Physical Might (Core), The Lost Harrows, Appleslayer, Brooch of Protection, The Liar (harrow),
Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Repository
Hero Points: 1/1
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, Shocking Sawtooth Saber, The Joke, The Winged Serpent, The Savored Sting, Ring of Regeneration, Zae, Limning Starknife (loot), The Locksmith, Alaeron, Blackjack's Rapier, Grogul, Keen Spiked Chain (2 handed), Torius Vin, Snick
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)
At the start of Sajan's turn, I will display Brooch of Protection.

Ezren the Explorer |

Trade out Cat (Core) for Lyrune-quah Truthspeaker loot. Trade out Quarterstaff (Core) for Soothing Word loot. Trade out Fate-reader Lenses for Infernal Healing loot. Starting location Repository.
Hand: Nightspear, Ring of Protection (Core), Meteor Swarm (Core), Djinn, Bound Imp (Core), Spellbook (Core), Lyrune-quah Truthspeaker, Locate Object (Core), The Empty Throne,
Displayed:
Deck: 14 Discard: 0 Buried: 0
"Current Location: Repository
Hero Points: 5
Respect Points 6"
"NOTES:
Available Support: Folio reroll: Unused
Blessings are available for use.The Empty Throne: On any check, discard to bless.
Lyrune-quah Truthspeaker: On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Movement: Move me to Arsenal if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Fly (Core), Disintegrate (Core), Chain Lightning (Core), Good Omen (Core), Giant Form, Mist Horn (Core), Leech, Infernal Healing, Dominate (Core), Headband of Mental Superiority, Soothing Word, Death's Touch (Core), Lightning Bolt (Core), Staff of Greater Healing
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 ☑ 8 ☐ ☐ ☐
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 #1 The Hidden Truth into my discard pile.
After the start of the first turn I'll send Bound Imp (Core) to recovery to draw 2 cards: Staff of Greater Healing and Giant Form.
Ezren attempts to recover all cards in their Recovery pile.
Bound Imp (Core): Arcane 8: 1d12 + 1d4 + 6 ⇒ (8) + (4) + 6 = 18 -> Bound Imp (Core) recharged.

MorkXII - Sajan 1017 |

Loot:
Add 3 Blackjack Cards
Swap out Keen Spiked Chain for Serithial
Swap out Pious Healer for Ruan
Swap out Firepelt Cougar for Venster.
Start at Island.
Skills and Powers:Hand: Serithtial, Subtle Deerhorn Knife, Blackjack's Gear, Venster Arabasti, Blessing of Abadar, Blessing of Erastil, Lamashtu's MadnessSkills STRENGTH d8
Melee +1
DEXTERITY d8 +3
Acrobatics +2
CONSTITUTION d6 +1
Fortitude +2
INTELLIGENCE d6
WISDOM d8 +2
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[X6] 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 [X6] +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 [X6] 5
ALLY 3 ☐ 4 ☐ 5
BLESSING 7 [X1] 8 [X3] 9 [X5] 10
Displayed: Blackjack's Daggers, Blessing of the Gods, Exalted
Deck: 14 Discard: 0 Buried: 3
Hero Points: 2 Shirt Reroll Available (CCT-6D): Yes
Notes: Role: BlackjackBlessing of Erastil:Blessing of Erastil
Blessing 1Traits
Divine
ErastilChecks
Dexterity
4
or
Divine
5Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.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.

MorkXII - Sajan 1017 |

Hour: The Forge/On your check, add 1 for each type of boon played.
Kit: Take Exalted for Lamashtu's Madness
Explore: Master Of Masters
Acro 8: 1d8 + 6 ⇒ (1) + 6 = 7 Banished.
Discard Exalted to explore: False Heroes
Story Bane: 1d4 ⇒ 1 Bandit
BA, recharge Blessing of Abadar
Recharge Subtle Deerhorn Knife for char power, recharge Blessing of Erastil to double bless, +1 from hour
Combat 11+##=23: 1d8 + 6 + 1d10 + 6 + 2d8 + 1 ⇒ (8) + 6 + (9) + 6 + (1, 7) + 1 = 38 Defeated, False Heroes defeated.
Discard The Courtesan to draw Exalted and explore: Ileosa’s Fury
BA Acro 11: 1d8 + 6 ⇒ (1) + 6 = 7 Frightened
Recharge Serithtial for char power, discard Exalted for +d8, display and recharge Blackjacks Gear for +d8, +2 from hour
Combat 24: 1d8 + 6 + 1d10 + 6 + 1d8 + 1d8 + 2 ⇒ (1) + 6 + (4) + 6 + (3) + (8) + 2 = 30 Defeated.
AA Force damage: 1d4 ⇒ 4 Discard Venster Arabasti.
Close:
Asking Radovan to discard The Vision for +8, choosing 1. +1 from hour
Acro 5+#=11: 1d8 + 6 + 1d8 + 1 ⇒ (3) + 6 + (8) + 1 = 18 Closed.
Move to Fishery.
Draw up to 7.
Skills and Powers:Hand: Blackjack's Rapier, Cure, Shining Wayfinder, Wayfinder, Blessing of Abadar, Master of Masters, The LocksmithSkills STRENGTH d8
Melee +1
DEXTERITY d8 +3
Acrobatics +2
CONSTITUTION d6 +1
Fortitude +2
INTELLIGENCE d6
WISDOM d8 +2
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[X6] 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 [X6] +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 [X6] 5
ALLY 3 ☐ 4 ☐ 5
BLESSING 7 [X1] 8 [X3] 9 [X5] 10
Displayed: Blackjack's Daggers, Blessing of the Gods, Lamashtu's Madness
Deck: 12 Discard: 3 Buried: 3
Hero Points: 2 Shirt Reroll Available (CCT-6D): 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 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.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.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.

Angban |

Start at Blood pool. Still take loot Kazavon's Shield for my Buckler. Draw starting hand plus Harrow.
Hand: Dragonbreath Shot, Dragon Pistol +1, Dread Helm, Blessing of Achaekek, Toxic Blunderbuss +1, Lyrune-quah Moon Maiden, The Marriage,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Current Location: Blood Pool
Hero Points: 3
Shirt Reroll: Available
NOTES:
Available Support: Ackaekek double blesses vs story banes. Pistol adds 1d6 to a local combat. Helm recharges to avenge. Marriage blesses and adds another local character's die to a check. Moon Maiden adds d6 to ALL Combat/Fort checks for a turn.
Middle of Deck (Unknown Order): Shock Bullets, Blessing of Alkenstar, Poisoned Bullets, Kazavon's Shield, Lifesurge Bayonet +1, Boots of Teleportation, Blessed Bullet, Shock Musket +1, Clockwork Owl, Flaming Musket +2, Voidglass Armor, Gorum's Iron, The Lucky Drunk, Lucky Rifle +2, Ghostbane Shotgun +2
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 (☑ or 3) 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.

Cogsnap - WilderRedbeard |

Add Flame Cannon in place of Galvanic Chakram +1.
Cogsnap will take the loot Lyrune-quah Moon Maiden in place of Tinker (not Returning Totem Spear this scenario).
Start at Ruin
Hand: Deathbane Sling, Stone Skin, Ambrosia, Potion of Restoration, Elixir of Focus, Crystalline Carnivore, Lyrune-quah Moon Maiden (loot), Blessing of Ptah,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Ruin
Hero Points (Available): 0
NOTES:
Available Support: Feel free to use:
Local -
Distant -
L&D -
Other: Dice Re-Roll Used for 6D?: N
Middle of Deck (Unknown Order): Flensing Jelly, The Tyrant (Harrow), Fuse Grenade, Deathtrap in a Jar, Death's Touch, Steel Ibis Lamellar, Bottled Lightning, Alkali Flask, Liquid Persuasion, Blackfingers, Blessing of the Elements, Flame Cannon, Potion of Heroism, The Snakebite
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 |

At the start of Sajan's turn, send Ambrosia to recovery in place of Potion of Restoration to draw 2 cards: The Snakebite & Blackfingers
Send Potion of Restoration to recovery to draw 2 cards: Liquid Persuasion & Alkali Flask.
The hour of Benefaction
When this is the hour: No effect
Remain at Ruin.
Explore:
Traits
Skirmish
Check
None
0
Powers
Roll 1d6. Each local character summons and encounters the corresponding story bane:
1–2. Grey Maiden Guard 3–4. Red Mantis Assassin 5–6. Ileosa’s Fury This barrier is defeated only if you defeat your encounter.
Traits
Human
Fighter
Gray Maiden
Veteran
Check
Combat
11+##
OR
Charisma
Diplomacy
6+#
Powers
If undefeated, shuffle a new barrier into your location.
Charisma 6+#=12: 1d6 + 1d10 + 5 + 1d4 ⇒ (3) + (10) + 5 + (4) = 22 defeated
Recharge Deathbane Sling to draw 2 new Liquid/Alchemical items from the vault: Bottled Lightning (I4) & Fuse Grenade (per Hangouts) - keep Fuse Grenade.
Palace Patrols is defeated.
Discard Lyrune-quah Moon Maiden to examine and optionally explore:
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.
Arcane 10: 1d10 + 4 ⇒ (4) + 4 = 8 banished
Discard The Tyrant to explore. Draw Lyrune-quah Moon Maiden from discards for playing Harrow.
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.
Combat damage: 1d4 ⇒ 2
Display Stone Skin to reduce by 4 to 0.
Send Alkali Flask to recovery in place of Fuse Grenade. Cognsap's power adds 1d6 to Ranged checks with the Alchemical trait.
Combat 11+##=23: 1d10 + 5 + 4d8 + 2d6 ⇒ (5) + 5 + (8, 7, 7, 2) + (6, 3) = 43 defeated
Recharge The Snakebite to draw 2 new Liquid/Alchemical items from the vault: Bottled Lightning or Wyvern Poison (per Hangouts) - keep Bottled Lightning.[/b]
Discard BoPtah to explore:
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.
Send Bottled Lightning to recovery in place of Crystalline Carnivore to explore:
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.
Dexterity 4+#=10: 1d8 + 2 + 2d8 ⇒ (1) + 2 + (7, 7) = 17 defeated
End turn. Lyrune-quah Moon Maiden recharges. All Alchemical boons in recovery recharge.
Stone Skin recovery - Arcane 9: 1d10 + 4 ⇒ (8) + 4 = 12 recharged
Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached:
ambient sound of clinking bottles
"Guards, Cave Bears & Dragons, oh my!"
Hand: Death's Touch, Potion of Heroism, Fuse Grenade, Bottled Lightning, Liquid Persuasion, Blessing of the Elements, Blackfingers, Fuse Grenade (acq),
Displayed:
Deck: 14 Discard: 2 Buried: 0
Current Location: Ruin
Hero Points (Available): 0
NOTES:
Available Support: Feel free to use:
Local -
Distant -
L&D -
Other: Dice Re-Roll Used for 6D?: N
Middle of Deck (Unknown Order): Flame Cannon, Deathtrap in a Jar, Flensing Jelly, Steel Ibis Lamellar
Recharged: Deathbane Sling, The Snakebite, Lyrune-quah Moon Maiden (loot), Ambrosia, Potion of Restoration, Elixir of Focus, Alkali Flask, Bottled Lightning (acq), Crystalline Carnivore, Stone Skin,
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.
Display Potion of Heroism at the start of Radovan's turn.

MorkXII - Sajan 1017 |

During This Adventure: Adventure 6—The Crown of Fangs
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 6D: Legacy of Blood
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 6
Traits
Dragon
Acid
Check
Combat
28
OR
Diplomacy
18
Powers
Immune to Acid. All damage is Acid.
Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Monster 6
Traits
Outsider
Sorcerer
Check
Combat
27
OR
Arcane
Divine
14
Powers
Immune to Acid, Cold, and Poison.
Resistant to Attack.
Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards.
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.
Barrier 6
Traits
Skirmish
Check
None
0
Powers
Roll 1d6. Each local character summons and encounters the corresponding story bane:
1–2. Grey Maiden Guard 3–4. Red Mantis Assassin 5–6. Ileosa’s Fury This barrier is defeated only if you defeat your encounter.
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.
Barrier 0
Traits
Obstacle
Fire
Veteran
Check
Dexterity
Acrobatics
6+#
OR
Constitution
Craft
Fortitude
7+#
Powers
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
Barrier 1
Traits
Obstacle
Lock
Veteran
Check
Strength
Melee
10+#
OR
Disable
6+#
Powers
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier’s location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Barrier 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.
Weapon 6
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
17
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.
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 6
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
15
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character’s combat check, freely discard to add 1d8; if the character is local and still fails this check against a non–story bane monster, you may avenge.
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 6
Traits
Spear
Melee
Ranged
Fire
Magic
Check
Strength
Melee
Ranged
Survival
16
Powers
For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
On a local combat check, freely discard to add 1d8 and the Fire trait.
You may use this power even if you have previously revealed this card on this check.
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 4
Traits
Magic
Arcane
Divine
Attack
Undead
Check
Intelligence
Arcane
11
OR
Wisdom
Divine
13
Powers
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Divine
Attack
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 5
Traits
Magic
Arcane
Divine
Attack
Check
Intelligence
Wisdom
Arcane
Divine
12
Powers
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 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 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
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 6
Traits
Light Armor
Magic
Check
Constitution
Divine
Fortitude
15
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
• When you suffer any damage, you may bury to reduce it to 0.
• On a local check against a story bane, you may freely discard to add your Divine modifier.
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.
Item 6
Traits
Accessory
Magic
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.
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 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.
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 6
Traits
Instrument
Magic
Check
Charisma
Divine
12
Powers
On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
At the end of any turn, discard this card to let any number of other characters move.
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
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 6
Traits
Human
Aristocrat
Wizard
Check
Charisma
Diplomacy
15
OR
Arcane
13
Powers
On a local check that invokes the Magic trait, recharge to add 1d8.
Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
Ally 4
Traits
Outsider
Agathion
Healing
Check
Wisdom
Survival
11
OR
Divine
9
Powers
At the end of a local character’s turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
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 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 P1
Traits
Suit:Keys
Harrow
Veteran
Check
Dexterity
Melee
6+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character’s discards to bless.
Discard into a random character’s discards to explore. This exploration, your checks are blessed.
Blessing 4
Traits
Deity: Achaekek
Divine
Check
Intelligence
Craft
8
Powers
WHEN THIS IS THE HOUR
Before acting against a story bane monster, draw 1 card then discard 1 card.
On any check, discard to bless; if it is against a story bane monster, freely recharge instead.
Discard to explore. This exploration, on your checks against story bane monsters, add 1d4.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Turn: 3 Radovan/Katlyn99
Top of Blessing Discard Pile: Sands Of The Hour - When this is the hour: No effect.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessings Remaining: 30
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: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessing 3
Traits
Deity: Gozreh
Divine
Check
Wisdom
Divine
Survival
8
Powers
WHEN THIS IS THE HOUR
At the start of the turn, any character may recharge a card to move.
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
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: 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: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you move during your move step, bury a card.
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
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: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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
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: 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 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 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.
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 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
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.
Proxy 0
Traits
Check
None
0
Powers
Blessing 2
Traits
Deity: Norgorber
Divine
Veteran
Check
Dexterity
Divine
Stealth
5+#
Powers
WHEN THIS IS THE HOUR
On your Stealth check or your check that invokes the Poison trait, add 1d4.
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Blessing 3
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: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blood Pool
Traits: Urban
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M:3 Ba:0 W:1 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:1
Located here: Angban
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.
Story Bane Monster 6
Traits
Animal
Aquatic
Check
Combat
27
OR
Arcane
Survival
12
Powers
After acting, suffer the scourge Poisoned.
If undefeated, suffer the scourge Entangled.
Monster 1
Traits
Human
Warrior
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
8+#
Powers
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Monster 4
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.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Melee
4+#
Powers
WHEN THIS IS THE HOUR
Your Ranged check is blessed.
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
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 6
Traits
Object
Magic
Check
Wisdom
Arcane
Divine
Perception
13
Powers
Display. While displayed:
• At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
• On your Perception check, you may freely reveal to add 1d10.
• You may freely reload to ignore a power that happens when you examine a card.
Item 6
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
14
Powers
At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
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 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.
Ruin
Traits: Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Cogsnap
Barrier 5
Traits
Trigger
Curse
Undead
Check
Constitution
Fortitude
13
OR
Intelligence
Perception
15
Powers
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Story Bane Monster 6
Traits
Human
Devil
Aristocrat
Bard
Check
Charisma
Wisdom
12
THEN
Combat
22
Powers
Resistant to Fire, Melee, and Ranged.
When encountered, a character may reveal the Loot weapon Serithtial; if no character does, suffer 1d6 Force damage and this monster is evaded.
Before acting, another local character summons and encounters the story bane Taniniver.
The Combat difficulty to defeat is increased by 1d12.
Weapon 6
Traits
Loot
Scythe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
18
Powers
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
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.
Armor 6
Traits
Heavy Armor
Magic
Check
Constitution
Diplomacy
Fortitude
13
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 2.
• 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.
• On your combat or Diplomacy check, you may discard to add 1d10.
Swamp
Traits: Aquatic, Wild
At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
When Permanently Closed: No effect.
M:4 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
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.
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.
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 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.
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.
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.
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.
Monster 6
Traits
Outsider
Fire
Check
Combat
23
Powers
Before acting, roll 1d6.
1–2. This monster is evaded; add the new location Twisting Passages and move to it.
3–4. Treat every feat on your character and role card as unchecked until the end of the turn.
5–6. Bury your discards, then discard your hand.
If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia’s Mantle.
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
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.
Fishery
Traits: Aquatic, Urban, Wild
At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
When Closing: Summon and defeat the story bane Jigsaw Shark.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1
Located here: Sajan
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 6
Traits
Tool
Magic
Gambling
Harrow
Check
Intelligence
Knowledge
12
Powers
Display and choose any skill. While displayed:
• Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
• When you fail a check using that skill, bury this card.
Ally 6
Traits
Formian
Aristocrat
Check
Intelligence
Knowledge
15
OR
Charisma
Diplomacy
14
Powers
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
Monster 4
Traits
Trigger
Aberration
Check
Combat
20
Powers
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
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.
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 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
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.
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.
Cave
Traits: Underground, Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
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.
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 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
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.
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.
Item 5
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
13
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
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 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.
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.
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:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
Located here: Radovan, Ezren
Barrier 5
Traits
Curse
Task
Undead
Check
Intelligence
Knowledge
14
OR
Wisdom
Divine
12
Powers
If undefeated, display this barrier.
While displayed:
• At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
• When a power would remove 1 of your scourges, you may instead banish this barrier.
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+#.
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Item 6
Traits
Loot
Staff
Magic
Arcane
Divine
Attack
Check
Arcane
Divine
12
Powers
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
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.
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.
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.
Weapon 6
Traits
Sword
Melee
Slashing
2-handed
Magic
Check
Strength
Charisma
Melee
15
Powers
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force 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.
Island
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

Radovan - Katlyn99 |

Hourglass Discard: Sands Of The Hour - When this is the hour: No effect.
Explore: Curse Of The Worm
Display The Lost Harrows to gain the Divine skill (so weird!). Ask Sajan to play BoAbadar to double bless.
Divine 12: 3d12 + 3 ⇒ (1, 12, 12) + 3 = 28
Curse of the Worm banished.
Discard Appleslayer to move to Blood Pool and examine. Then may explore
Examine: Blood Pool Card 1- Cytillipede
Choosing to explore.
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
Reveal belt.
Fortitude 7: 1d8 + 4 + 1d4 ⇒ (8) + 4 + (4) = 16
Reveal belt and dancing daggers to auto succeed at combat check.
Cytillipede banished. Display Ancient Black Dragon (6) next to Quan for defeating a monster.
"
Hand: Dancing Dagger, Belt of Physical Might (Core), Zae, The Joke, The Locksmith, The Liar (harrow),
Displayed: Brooch of Protection, The Lost Harrows,
Deck: 12 Discard: 2 Buried: 0
Current Location: Blood Pool
Hero Points: 1/1
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): Ancient Black Dragon (6)
Norge (Fire IC d8):
Fell Viridio (Poison IC 2d6):
Middle of Deck (Unknown Order): The Savored Sting, Keen Spiked Chain (2 handed), Snick, Shocking Sawtooth Saber, The Winged Serpent, Red Leathers, Blackjack's Rapier, Grogul, Shocking Sawtooth Saber (loot), Alaeron, Ring of Regeneration, Torius Vin
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)

MorkXII - Sajan 1017 |

During This Adventure: Adventure 6—The Crown of Fangs
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 6D: Legacy of Blood
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 6
Traits
Outsider
Sorcerer
Check
Combat
27
OR
Arcane
Divine
14
Powers
Immune to Acid, Cold, and Poison.
Resistant to Attack.
Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards.
Monster 6
Traits
Outsider
Check
Combat
21
Powers
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
After the encounter, a random local character summons and encounters this monster.
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.
Monster 1
Traits
Undead
Ghoul
Veteran
Check
Combat
11+##
Powers
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
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.
Barrier 6
Traits
Trigger
Trap
Magic
Check
Wisdom
15
OR
Disable
13
Powers
When examined, move to this barrier’s location and encounter it.
After acting, a random local character summons and encounters the danger.
If undefeated, each local character suffers the scourge Exhausted.
Barrier 1
Traits
Trigger
Curse
Task
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
4+#
Powers
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Barrier 6
Traits
Skirmish
Check
None
0
Powers
Roll 1d4. Each local character summons and encounters the corresponding story bane:
1. Bandit 3. Rescue 2. Cultist 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.
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 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
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 6
Traits
Spear
Melee
Ranged
Fire
Magic
Check
Strength
Melee
Ranged
Survival
16
Powers
For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
On a local combat check, freely discard to add 1d8 and the Fire trait.
You may use this power even if you have previously revealed this card on this check.
Weapon 6
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
17
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.
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 5
Traits
Magic
Arcane
Divine
Attack
Check
Intelligence
Wisdom
Arcane
Divine
12
Powers
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 14 check to recharge it instead.
Spell 6
Traits
Magic
Arcane
Attack
Bludgeoning
Check
Intelligence
Arcane
15
Powers
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 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
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.
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 6
Traits
Light Armor
Magic
Check
Constitution
Divine
Fortitude
15
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
• When you suffer any damage, you may bury to reduce it to 0.
• On a local check against a story bane, you may freely discard to add your Divine modifier.
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 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 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 6
Traits
Instrument
Magic
Check
Charisma
Divine
12
Powers
On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
At the end of any turn, discard this card to let any number of other characters move.
Item 6
Traits
Accessory
Magic
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.
Item 4
Traits
Liquid
Paint
Respect
Check
Melee
Fortitude
4
Powers
Display. While displayed:
• When you defeat a monster, after the encounter, you may discard a card to move.
• When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Item 4
Traits
Wand
Divine
Magic
Healing
Check
Wisdom
Divine
10
Powers
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Ally 6
Traits
Human
Aristocrat
Wizard
Check
Charisma
Diplomacy
15
OR
Arcane
13
Powers
On a local check that invokes the Magic trait, recharge to add 1d8.
Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
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
Check
Wisdom
Survival
12
Powers
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
Ally 5
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
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: 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
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: Shields
Harrow
Veteran
Check
Constitution
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
After your first exploration of your turn, you may discard a card to explore.
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may recharge any number of cards then reset.
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
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.
Turn: 4 Angban/eddiephlash
Top of Blessing Discard Pile: Iomedae’s Justice - When this is the hour: On your check against an Outsider card, 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.
Blessings Remaining: 29
Blessings Deck
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessing 3
Traits
Deity: Gozreh
Divine
Check
Wisdom
Divine
Survival
8
Powers
WHEN THIS IS THE HOUR
At the start of the turn, any character may recharge a card to move.
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
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: 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: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you move during your move step, bury a card.
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
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: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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
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: 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 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 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.
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 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
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.
Proxy 0
Traits
Check
None
0
Powers
Blessing 2
Traits
Deity: Norgorber
Divine
Veteran
Check
Dexterity
Divine
Stealth
5+#
Powers
WHEN THIS IS THE HOUR
On your Stealth check or your check that invokes the Poison trait, add 1d4.
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Blessing 3
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: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blood Pool
Traits: Urban
At This Location: After you discard cards as damage, bury a card from your discards.
When Closing: Bury 2 cards.
When Permanently Closed: Heal a card.
M:2 Ba:0 W:1 Sp:1 Ar:0 I:2 Al:1 Bl:1 ?:1
Located here: Angban, Radovan,
Story Bane Monster 6
Traits
Animal
Aquatic
Check
Combat
27
OR
Arcane
Survival
12
Powers
After acting, suffer the scourge Poisoned.
If undefeated, suffer the scourge Entangled.
Monster 1
Traits
Human
Warrior
Veteran
Check
Combat
10+##
OR
Charisma
Diplomacy
8+#
Powers
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Monster 4
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.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Melee
4+#
Powers
WHEN THIS IS THE HOUR
Your Ranged check is blessed.
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
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 6
Traits
Object
Magic
Check
Wisdom
Arcane
Divine
Perception
13
Powers
Display. While displayed:
• At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
• On your Perception check, you may freely reveal to add 1d10.
• You may freely reload to ignore a power that happens when you examine a card.
Item 6
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
14
Powers
At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
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 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.
Ruin
Traits: Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Cogsnap
Barrier 5
Traits
Trigger
Curse
Undead
Check
Constitution
Fortitude
13
OR
Intelligence
Perception
15
Powers
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Story Bane Monster 6
Traits
Human
Devil
Aristocrat
Bard
Check
Charisma
Wisdom
12
THEN
Combat
22
Powers
Resistant to Fire, Melee, and Ranged.
When encountered, a character may reveal the Loot weapon Serithtial; if no character does, suffer 1d6 Force damage and this monster is evaded.
Before acting, another local character summons and encounters the story bane Taniniver.
The Combat difficulty to defeat is increased by 1d12.
Weapon 6
Traits
Loot
Scythe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
18
Powers
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
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.
Armor 6
Traits
Heavy Armor
Magic
Check
Constitution
Diplomacy
Fortitude
13
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 2.
• 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.
• On your combat or Diplomacy check, you may discard to add 1d10.
Swamp
Traits: Aquatic, Wild
At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
When Permanently Closed: No effect.
M:4 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
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.
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.
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 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.
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.
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.
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.
Monster 6
Traits
Outsider
Fire
Check
Combat
23
Powers
Before acting, roll 1d6.
1–2. This monster is evaded; add the new location Twisting Passages and move to it.
3–4. Treat every feat on your character and role card as unchecked until the end of the turn.
5–6. Bury your discards, then discard your hand.
If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia’s Mantle.
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
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.
Fishery
Traits: Aquatic, Urban, Wild
At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
When Closing: Summon and defeat the story bane Jigsaw Shark.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1
Located here: Sajan
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 6
Traits
Tool
Magic
Gambling
Harrow
Check
Intelligence
Knowledge
12
Powers
Display and choose any skill. While displayed:
• Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
• When you fail a check using that skill, bury this card.
Ally 6
Traits
Formian
Aristocrat
Check
Intelligence
Knowledge
15
OR
Charisma
Diplomacy
14
Powers
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
Monster 4
Traits
Trigger
Aberration
Check
Combat
20
Powers
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
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.
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 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
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.
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.
Cave
Traits: Underground, Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
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.
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 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
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.
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.
Item 5
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
13
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
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 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.
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.
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:1 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
Located here: Ezren
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+#.
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Item 6
Traits
Loot
Staff
Magic
Arcane
Divine
Attack
Check
Arcane
Divine
12
Powers
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
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.
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.
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.
Weapon 6
Traits
Sword
Melee
Slashing
2-handed
Magic
Check
Strength
Charisma
Melee
15
Powers
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force 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.
Island
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

Angban |

Start turn. Hour is Iomedae’s Justice. Display Dragonbreath shot and draw 1: Flaming Musket +2. Explore, first examining 3: Beirawash, Mercenary, Wyvern. Encounter the Beirawash. Reveal Flaming Musket. Use Dragonbreath shot. Discard Achaekek to double bless. Display Moon maiden to add d6.
Combat 27: 3d8 + 6 + 1d10 + 2 + 2d6 + 1d6 ⇒ (8, 1, 1) + 6 + (5) + 2 + (3, 3) + (2) = 31
Jammed?: 1d12 ⇒ 4 Musket remains in hand.
Suffer Poisoned. Attempt to close. Bury Dragon pistol and Blunderbuss. Blood Pool Closed! Heal 1: Blessing of Achaekek. Move to Cave.
End turn. Recharge buried dragon pistol and displayed moon maiden. Recovery, bury Dragon shot. Reset hand, drawing 3.
Hand: Flaming Musket +2, Dread Helm, The Marriage, Shock Bullets, Gorum's Iron, Poisoned Bullets,
Displayed:
Deck: 14 Discard: 0 Buried: 2
Poisoned recharges 1: Shock bullets.
On Ezren's turn, display Poisoned Bullets, drawing 1: Boots of Teleportation.
Hand: Flaming Musket +2, Dread Helm, The Marriage, Gorum's Iron, Boots of Teleportation,
Displayed: Poisoned Bullets,
Deck: 14 Discard: 0 Buried: 2
Current Location: Cave
Hero Points: 3
Shirt Reroll: Available // Angban has the following scourges marked:Poisoned:While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: Marriage blesses and adds another local character's die to a check. Heml recharges to avenge. Gorum's Iron recharges to bless non-attack combat.
Middle of Deck (Unknown Order): Lifesurge Bayonet +1, Clockwork Owl, Lucky Rifle +2, The Lucky Drunk, Shock Musket +1, Ghostbane Shotgun +2, Kazavon's Shield, Blessed Bullet, Blessing of Achaekek, Voidglass Armor, Blessing of Alkenstar
Recharged: Dragon Pistol +1, Lyrune-quah Moon Maiden, Shock Bullets,
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 (☑ or 3) 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 6—The Crown of Fangs
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 6D: Legacy of Blood
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
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 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 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
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.
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 6
Traits
Trap
Magic
Check
None
0
Powers
Display this barrier. While displayed:
• You may not move or explore.
• At the start of a local character’s turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
• When your 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 2
Traits
Task
Undead
Veteran
Trigger
Check
Charisma
Diplomacy
8+#
OR
Divine
6+#
Powers
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Barrier 1
Traits
Trigger
Curse
Task
Veteran
Check
Intelligence
Knowledge
6+#
OR
Perception
4+#
Powers
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Weapon 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 6
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
15
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character’s combat check, freely discard to add 1d8; if the character is local and still fails this check against a non–story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 6
Traits
Spear
Melee
Ranged
Fire
Magic
Check
Strength
Melee
Ranged
Survival
16
Powers
For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
On a local combat check, freely discard to add 1d8 and the Fire trait.
You may use this power even if you have previously revealed this card on this check.
Weapon 4
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character’s combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
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.
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.
Spell 6
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
13
Powers
Display. While Displayed:
•At the start of your turn, choose 1. Until the start of the next turn:
˚ Your Strength, Dexterity, and Constitution skills are 1d12+2.
˚ Your hand size is 3.
˚ Your hand size is 7.
˚ Your hand size is 10.
• At the end of the scenario, banish; if proficient, discard instead.
Spell 0
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
6
Powers
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 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 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
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.
Armor 6
Traits
Light Armor
Magic
Check
Constitution
Fortitude
14
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
• When you suffer any damage, you may bury to reduce it to 0.
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.
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 6
Traits
Accessory
Magic
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.
Item 6
Traits
Instrument
Magic
Check
Charisma
Divine
12
Powers
On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
At the end of any turn, discard this card to let any number of other characters move.
Item 4
Traits
Accessory
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
9
Powers
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
Item 5
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.
Ally 6
Traits
Human
Aristocrat
Cleric
Check
Charisma
Diplomacy
15
OR
Divine
13
Powers
On a local check to close or to guard, recharge to add 2d12.
Discard to explore; if you encounter a barrier or a boon, recharge 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 4
Traits
Animal
Check
Wisdom
Survival
12
Powers
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
Ally 5
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.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Blessing 1
Traits
Deity: Nethys
Divine
Veteran
Check
Intelligence
Arcane
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a spell, add 1d4.
On any check, discard to bless.
On an Intelligence or a Wisdom check, freely discard to bless.
Discard to examine the top 2 cards of your location and return them in any order.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a spell.
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Blessing 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
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Turn: 5 Ezren/Bigguyinblack
Top of Blessing Discard Pile: The Theater - When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Blessings Remaining: 28
Blessings Deck
Blessing 3
Traits
Deity: Gozreh
Divine
Check
Wisdom
Divine
Survival
8
Powers
WHEN THIS IS THE HOUR
At the start of the turn, any character may recharge a card to move.
On a local check, discard to bless.
After the roll, if it is a check to close or to guard, the character may reroll.
Discard to let a local character move, then you may explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
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: 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: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you move during your move step, bury a card.
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
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: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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
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: 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 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 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.
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 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
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.
Proxy 0
Traits
Check
None
0
Powers
Blessing 2
Traits
Deity: Norgorber
Divine
Veteran
Check
Dexterity
Divine
Stealth
5+#
Powers
WHEN THIS IS THE HOUR
On your Stealth check or your check that invokes the Poison trait, add 1d4.
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Blessing 3
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: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blood Pool
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
Ruin
Traits: Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Cogsnap
Barrier 5
Traits
Trigger
Curse
Undead
Check
Constitution
Fortitude
13
OR
Intelligence
Perception
15
Powers
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Story Bane Monster 6
Traits
Human
Devil
Aristocrat
Bard
Check
Charisma
Wisdom
12
THEN
Combat
22
Powers
Resistant to Fire, Melee, and Ranged.
When encountered, a character may reveal the Loot weapon Serithtial; if no character does, suffer 1d6 Force damage and this monster is evaded.
Before acting, another local character summons and encounters the story bane Taniniver.
The Combat difficulty to defeat is increased by 1d12.
Weapon 6
Traits
Loot
Scythe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
18
Powers
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
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.
Armor 6
Traits
Heavy Armor
Magic
Check
Constitution
Diplomacy
Fortitude
13
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 2.
• 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.
• On your combat or Diplomacy check, you may discard to add 1d10.
Swamp
Traits: Aquatic, Wild
At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
When Permanently Closed: No effect.
M:4 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
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.
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.
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 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.
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.
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.
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.
Monster 6
Traits
Outsider
Fire
Check
Combat
23
Powers
Before acting, roll 1d6.
1–2. This monster is evaded; add the new location Twisting Passages and move to it.
3–4. Treat every feat on your character and role card as unchecked until the end of the turn.
5–6. Bury your discards, then discard your hand.
If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia’s Mantle.
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
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.
Fishery
Traits: Aquatic, Urban, Wild
At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
When Closing: Summon and defeat the story bane Jigsaw Shark.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1
Located here: Sajan
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 6
Traits
Tool
Magic
Gambling
Harrow
Check
Intelligence
Knowledge
12
Powers
Display and choose any skill. While displayed:
• Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
• When you fail a check using that skill, bury this card.
Ally 6
Traits
Formian
Aristocrat
Check
Intelligence
Knowledge
15
OR
Charisma
Diplomacy
14
Powers
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
Monster 4
Traits
Trigger
Aberration
Check
Combat
20
Powers
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
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.
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 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
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.
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.
Cave
Traits: Underground, Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
Located here: Angban,
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.
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 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
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.
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.
Item 5
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
13
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
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 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.
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.
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:1 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1
Located here: Ezren, Radovan,
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+#.
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Item 6
Traits
Loot
Staff
Magic
Arcane
Divine
Attack
Check
Arcane
Divine
12
Powers
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
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.
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.
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.
Weapon 6
Traits
Sword
Melee
Slashing
2-handed
Magic
Check
Strength
Charisma
Melee
15
Powers
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force 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.
Island
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

Ezren the Explorer |

The Theater: At the start of your turn, examine the top card of your location; you may encounter it.
Examine the top card of my deck: Disintegrate (Core). Draw it. Reveal Staff of Greater Healing to heal a card. Examine Repository card 1 due to hour. Sawtooth Saber. Encounter it.
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+#.
strength 13 displaying Giant Form, discarding Disintegrate (Core) to add my intelligence: 1d12 + 1d4 + 1d12 + 4 + 4 ⇒ (11) + (3) + (6) + 4 + 4 = 28
Draw a card from the non combat check: Leech. Discard Djinn to examine Repository Card 2: Foes On All Sides. Explore.
Barrier 2
Traits
Skirmish
Veteran
Check
None
0
Powers
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Story Bane Monster 2
Traits
Boggard
Barbarian
Aquatic
Veteran
Check
Combat
11+##
Powers
If you are at an Aquatic location, the difficulty to defeat is increased by 1d12.
If undefeated, bury a random card from your discards and suffer the scourge Frightened.
combat 11 +6 +6 +6 casting Meteor Swarm (Core) discarding The Empty Throne to bless: 2d12 + 2d6 + 2d10 + 6 ⇒ (8, 12) + (4, 2) + (4, 6) + 6 = 42
Used my harrow so draw Djinn from my discard pile. Discard Djinn to examine Repository Card 3 Staff Of Greater Necromancy. Encounter it then explore.
Item 6
Traits
Loot
Staff
Magic
Arcane
Divine
Attack
Check
Arcane
Divine
12
Powers
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.
arcane 12 revealing Spellbook: 1d12 + 1d4 + 6 ⇒ (8) + (1) + 6 = 15
Draw a card from the non combat check: Fly (Core). Explore from Djinn.
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.
arcane 13 revealing Spellbook: 1d12 + 1d4 + 6 ⇒ (7) + (3) + 6 = 16
Draw a card from the non combat check: Infernal Healing. Cast Locate Object. Card 5 Silver War Paint. Encounter it.
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.
melee 5 discarding Fly (Core) to add my intelligence: 1d4 + 1d12 + 4 ⇒ (2) + (7) + 4 = 13
Draw a card for the non combat check: Headband of Mental Superiority. Discard Lyrune-quah Truthspeaker to explore.
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.
constitution 13 aided by giant form, discarding Giant Form 2 to add my intelligence, recharge Staff Of Greater Necromancy to add 1d4: 1d12 + 1d12 + 1d4 + 4 + 4 ⇒ (1) + (4) + (4) + 4 + 4 = 17
Draw a card for the non combat check: Death's Touch (Core). Discard Leech to explore.
Weapon 6
Traits
Sword
Melee
Slashing
2-handed
Magic
Check
Strength
Charisma
Melee
15
Powers
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.
strength 15 aided by giant form, discarding Death's Touch (Core) to add my intelligence, recharging Sawtooth Saber to add 1d4: 1d12 + 1d4 + 1d12 + 1d4 + 4 + 4 ⇒ (2) + (3) + (1) + (3) + 4 + 4 = 17
Draw a card from the non combat check: Good Omen (Core). Display Angelic Armor, Display Silver War Paint, Display Infernal Healing. End turn then discard Commander’s Falchion.
discard Nightspear to heal allies and blessings: 1d4 + 1 ⇒ (3) + 1 = 4
Ezren ends their turn.
Ezren attempts to recover all cards in their Recovery pile.
Meteor Swarm (Core): Arcane 17: 1d12 + 1d4 + 1d4 + 6 ⇒ (5) + (2) + (2) + 6 = 15 -> Meteor Swarm (Core) discarded.
Locate Object (Core): Arcane 8: 1d12 + 1d4 + 1d4 + 6 ⇒ (4) + (4) + (1) + 6 = 15 -> Locate Object (Core) recharged.
Giant Form: Arcane 15: 1d12 + 1d4 + 1d4 + 6 ⇒ (7) + (4) + (2) + 6 = 19 -> Giant Form recharged.
Ezren resets their hand.
Hand: Good Omen (Core), Ring of Protection (Core), Staff of Greater Healing, Spellbook (Core), Headband of Mental Superiority, Nightspear, Dominate (Core), Bound Imp (Core),
Displayed: Angelic Armor, Silver War Paint, Infernal Healing,
Deck: 12 Discard: 7 Buried: 0
"Current Location: Repository
Hero Points: 5
Respect Points 6"
"NOTES:
Available Support: Folio reroll: Unused
Blessings are available for use.Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.
Movement: Move me to Arsenal if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Soothing Word, Lightning Bolt (Core), Chain Lightning (Core), Djinn, The Hidden Truth, The Empty Throne, Mist Horn (Core), Lyrune-quah Truthspeaker
Recharged: Staff Of Greater Necromancy, Sawtooth Saber, Locate Object (Core), Giant Form,
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 ☑ 8 ☐ ☐ ☐
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.
Repository cards 1, 3, 4, 5, 6, and 7 acquired. Card 2 banished.
At the start of Sajan's turn send Bound Imp (Core) to recovery to draw 2 cards: Lightning Bolt (Core) and Soothing Word.
Ezren attempts to recover all cards in their Recovery pile.
Bound Imp (Core): Arcane 8: 1d12 + 1d4 + 1d4 + 6 ⇒ (9) + (3) + (1) + 6 = 19 -> Bound Imp (Core) recharged.

MorkXII - Sajan 1017 |

Discard BoAbadar
Hour: At the start of the turn, any character may recharge a card to move.
Kit: Draw BotGods for Wayfinder.
Banish Cure to heal 1d4 + 1 ⇒ (2) + 1 = 3 cards: Exalted, The Courtesan, Blessing of Abadar
Explore, but examine top 2: Red War Paint or The Lost Harrows. Encounter RWP. Shuffle The Lost Harrows back in:
Fortitude 7: 1d8 + 3 ⇒ (3) + 3 = 6 Banished.
Discard Shining Wayfinder to examine top card: Sneak, shuffle it back in, then explore, but examine top 2: Dust Of Revealing or Ash Giant. Encounter Dust of Revealing and banish.
Discard Blessing of the Gods to explore, but examine top 2: Eternal Glyphs or Sneak. Encounter Sneak
BA, recharge Master of Masters to double bless
PErception 7+#=13: 1d8 + 3 + 2d8 ⇒ (1) + 3 + (2, 2) = 8 Failed. Discard Blackjack's Rapier.
Recharge The Locksmith to use char power
Combat 9+##=21: 1d8 + 6 + 1d10 + 1 ⇒ (3) + 6 + (7) + 1 = 17 Failed. No cards in hand to discard.
Draw up to 7.
Skills and Powers:Hand: Serithtial, Subtle Deerhorn Knife, Blackjack's Gear, Serpentform Belt, Ruan Mirukova, Blessing of Abadar, IncitationSkills STRENGTH d8
Melee +1
DEXTERITY d8 +3
Acrobatics +2
CONSTITUTION d6 +1
Fortitude +2
INTELLIGENCE d6
WISDOM d8 +2
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[X6] 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 [X6] +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 [X6] 5
ALLY 3 ☐ 4 ☐ 5
BLESSING 7 [X1] 8 [X3] 9 [X5] 10
Displayed: Blackjack's Daggers, Lamashtu's Madness, Wayfinder
Deck: 10 Discard: 4 Buried: 4
Hero Points: 2 Shirt Reroll Available (CCT-6D): 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.Incitation:Incitation
Blessing 0Traits
Arcane
DivineChecks
Arcane
Divine
4Powers
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.

MorkXII - Sajan 1017 |

During This Adventure: Adventure 6—The Crown of Fangs
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 6D: Legacy of Blood
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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
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 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 0
Traits
Undead
Zombie
Veteran
Check
Combat
9+##
Powers
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Barrier 6
Traits
Skirmish
Check
None
0
Powers
Roll 1d6. Each local character summons and encounters the corresponding story bane:
1–2. Grey Maiden Guard 3–4. Red Mantis Assassin 5–6. Ileosa’s Fury This barrier is defeated only if you defeat your encounter.
Barrier 5
Traits
Curse
Task
Undead
Check
Intelligence
Knowledge
14
OR
Wisdom
Divine
12
Powers
If undefeated, display this barrier.
While displayed:
• At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
• When a power would remove 1 of your scourges, you may instead banish this barrier.
Barrier 5
Traits
Curse
Trap
Magic
Check
Wisdom
13
OR
Arcane
Divine
15
Powers
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
• At the start of your turn, you may encounter this barrier.
• When you would explore, first move to a random other location.
• When this location is closed, banish this barrier.
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 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.
Weapon 6
Traits
Spear
Melee
Ranged
Fire
Magic
Check
Strength
Melee
Ranged
Survival
16
Powers
For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
On a local combat check, freely discard to add 1d8 and the Fire trait.
You may use this power even if you have previously revealed this card on this check.
Weapon 4
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character’s combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 4
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 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.
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.
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 6
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
13
Powers
Freely display. While displayed:
• On combat checks, add 2d6 and the Acid trait.
• At the end of the turn, banish; each other character suffers 1 Acid damage.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 15 check to recharge it instead.
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.
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 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
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 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.
Item 4
Traits
Liquid
Paint
Respect
Check
Melee
Fortitude
4
Powers
Display. While displayed:
• When you defeat a monster, after the encounter, you may discard a card to move.
• When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Item 4
Traits
Wand
Divine
Magic
Healing
Check
Wisdom
Divine
10
Powers
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Item 4
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
13
Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
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
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.
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 4
Traits
Aberration
Check
Wisdom
Survival
9
Powers
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards’ before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Ally 4
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.
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 6
Traits
Human
Aristocrat
Wizard
Check
Charisma
Diplomacy
15
OR
Arcane
13
Powers
On a local check that invokes the Magic trait, recharge to add 1d8.
Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard or bury an armor you play, you may recharge it instead.
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 1
Traits
Deity: Irori
Divine
Veteran
Check
Acrobatics
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your blessed check, you may reroll any dice showing 1.
On your check, recharge to bless.
Discard to explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
The first time you discard cards as damage this turn, recharge 1 of them instead.
On any Constitution check, discard to bless twice.
Discard to explore.
Blessing 1
Traits
Suit: 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.
Turn: 7 Cogsnap/Wilderredbeard
Top of Blessing Discard Pile: Orison - When this is the hour: No effect.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessings Remaining: 26
Blessings Deck
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: 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: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you move during your move step, bury a card.
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
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: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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
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: 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 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 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.
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 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
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.
Proxy 0
Traits
Check
None
0
Powers
Blessing 2
Traits
Deity: Norgorber
Divine
Veteran
Check
Dexterity
Divine
Stealth
5+#
Powers
WHEN THIS IS THE HOUR
On your Stealth check or your check that invokes the Poison trait, add 1d4.
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Blessing 3
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: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blood Pool
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
Ruin
Traits: Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Cogsnap
Barrier 5
Traits
Trigger
Curse
Undead
Check
Constitution
Fortitude
13
OR
Intelligence
Perception
15
Powers
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Story Bane Monster 6
Traits
Human
Devil
Aristocrat
Bard
Check
Charisma
Wisdom
12
THEN
Combat
22
Powers
Resistant to Fire, Melee, and Ranged.
When encountered, a character may reveal the Loot weapon Serithtial; if no character does, suffer 1d6 Force damage and this monster is evaded.
Before acting, another local character summons and encounters the story bane Taniniver.
The Combat difficulty to defeat is increased by 1d12.
Weapon 6
Traits
Loot
Scythe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
18
Powers
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.
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.
Armor 6
Traits
Heavy Armor
Magic
Check
Constitution
Diplomacy
Fortitude
13
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 2.
• 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.
• On your combat or Diplomacy check, you may discard to add 1d10.
Swamp
Traits: Aquatic, Wild
At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
When Permanently Closed: No effect.
M:4 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
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.
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.
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 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.
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.
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.
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.
Monster 6
Traits
Outsider
Fire
Check
Combat
23
Powers
Before acting, roll 1d6.
1–2. This monster is evaded; add the new location Twisting Passages and move to it.
3–4. Treat every feat on your character and role card as unchecked until the end of the turn.
5–6. Bury your discards, then discard your hand.
If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia’s Mantle.
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
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.
Fishery
Traits: Aquatic, Urban, Wild
At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
When Closing: Summon and defeat the story bane Jigsaw Shark.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Sajan
Notes: Sneak, The Lost Harrows, Ash Giant, Eternal Glyphs
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.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Item 6
Traits
Tool
Magic
Gambling
Harrow
Check
Intelligence
Knowledge
12
Powers
Display and choose any skill. While displayed:
• Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
• When you fail a check using that skill, bury this card.
Monster 4
Traits
Trigger
Aberration
Check
Combat
20
Powers
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
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.
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
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.
Ally 6
Traits
Formian
Aristocrat
Check
Intelligence
Knowledge
15
OR
Charisma
Diplomacy
14
Powers
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
Cave
Traits: Underground, Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
Located here: Angban,
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.
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 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
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.
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.
Item 5
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
13
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
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 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.
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.
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:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Ezren, Radovan,
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force 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.
Island
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

Cogsnap - WilderRedbeard |

The hour of Orison
When this is the hour: No effect.
Remain at Ruin.
Explore:
Traits
Trigger
Curse
Undead
Check
Constitution
Fortitude
13
OR
Intelligence
Perception
15
Powers
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Intelligence 15: 2d10 + 3 + 1d6 ⇒ (10, 1) + 3 + (4) = 18 defeated
Discard Blackfingers to explore:
Traits
Human
Devil
Aristocrat
Bard
Check
Charisma
Wisdom
12
THEN
Combat
22
Powers
Resistant to Fire, Melee, and Ranged.
When encountered, a character may reveal the Loot weapon Serithtial; if no character does, suffer 1d6 Force damage and this monster is evaded.
Before acting, another local character summons and encounters the story bane Taniniver.
The Combat difficulty to defeat is increased by 1d12.

Cogsnap - WilderRedbeard |

Sajan reveals Serithtial for When Encountered power.
Per Hangouts, guard checks will not be attempted at distant locations.
No other local characters for BA power.
Send Fuse Grenade to recovery in place of Liquid Persuasion. PoH adds 1d6. Harrow suit adds 1d4.
Charisma 12: 2d6 + 1d10 + 5 + 1d4 ⇒ (2, 5) + (8) + 5 + (2) = 22 success
Combat check difficulty increase: 1d12 ⇒ 3
Send Death's Touch to recovery. PoH adds 1d6. Ask Sajan to discard Incitation to bless.
Combat 22+3=25: 2d10 + 4 + 3d6 + 3 + 1d6 ⇒ (2, 5) + 4 + (4, 1, 6) + 3 + (3) = 28 defeated
Recharge Bottled Lightning to draw 2 new Liquid/Alchemical items from the vault: Blue War Paint & Red War Paint - Keep the blue.
Villain defeated but escapes. Ruin closed. Shuffle a new monster into another location: 1d4 ⇒ 2 Fishery
Move to Swamp.
End turn. Send Blue War Paint to recovery in place of Potion of Heroism. All alchemical boons in recovery are recharged.
Death's Touch - Arcane : 1d10 + 4 + 1d6 ⇒ (10) + 4 + (5) = 19 recharged
An excerpt from the clockwork recording device of Cognsap the Unbleached:
ambient sound of clinking bottles
"You can run, you treacherous devil! But we will find you!"
Hand: Flame Cannon, Deathbane Sling, Steel Ibis Lamellar, Fuse Grenade, Liquid Persuasion, Deathtrap in a Jar, Flensing Jelly, The Snakebite,
Displayed: Potion of Heroism,
Deck: 12 Discard: 4 Buried: 0
Current Location: Swamp
Hero Points (Available): 0
NOTES:
Available Support: Feel free to use:
Local - Fuse Grenade, Liquid Persuasion, Deathtrap, Flensing Jelly
Distant -
L&D - Flame Cannon banishes to add to any combat check. Deathbane Sling recharges to add to any combat check. The Snakebite available.
Other: Dice Re-Roll Used for 6D?: N
Middle of Deck (Unknown Order): 0
Recharged: Lyrune-quah Moon Maiden (loot), Ambrosia, Potion of Restoration, Elixir of Focus, Alkali Flask, Bottled Lightning (acq), Crystalline Carnivore, Stone Skin, Bottled Lightning, Fuse Grenade (acq), Death's Touch, Blue War Paint (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.

MorkXII - Sajan 1017 |

During This Adventure: Adventure 6—The Crown of Fangs
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 6D: Legacy of Blood
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Monster 0
Traits
Undead
Zombie
Veteran
Check
Combat
9+##
Powers
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Monster 1
Traits
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.
Barrier 1
Traits
Skirmish
Veteran
Check
Strength
Dexterity
Melee
4+#
Powers
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Barrier 6
Traits
Skirmish
Check
None
0
Powers
Roll 1d6. Each local character summons and encounters the corresponding story bane:
1–2. Grey Maiden Guard 3–4. Red Mantis Assassin 5–6. Ileosa’s Fury This barrier is defeated only if you defeat your encounter.
Barrier 2
Traits
Task
Undead
Veteran
Trigger
Check
Charisma
Diplomacy
8+#
OR
Divine
6+#
Powers
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Barrier 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.
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.
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 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
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.
Weapon 6
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
15
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character’s combat check, freely discard to add 1d8; if the character is local and still fails this check against a non–story bane monster, you may avenge.
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 6
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
13
Powers
Display. While Displayed:
•At the start of your turn, choose 1. Until the start of the next turn:
˚ Your Strength, Dexterity, and Constitution skills are 1d12+2.
˚ Your hand size is 3.
˚ Your hand size is 7.
˚ Your hand size is 10.
• At the end of the scenario, banish; if proficient, discard instead.
Spell 6
Traits
Magic
Arcane
Attack
Bludgeoning
Check
Intelligence
Arcane
15
Powers
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 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 P2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Freely display next to a local character. While displayed:
• Exchange all of that character’s dice for dice of these sizes: d4→d8, d6→d10, d8→d12, d10→d12, d12→d20 (if you have one).
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
Spell 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 6
Traits
Light Armor
Magic
Check
Constitution
Fortitude
14
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
• When you suffer any damage, you may bury to reduce it to 0.
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 6
Traits
Light Armor
Magic
Check
Constitution
Divine
Fortitude
15
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
• When you suffer any damage, you may bury to reduce it to 0.
• On a local check against a story bane, you may freely discard to add your Divine modifier.
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 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
Arcane
Fortitude
10
Powers
Display. While displayed:
• When you suffer Combat or Force damage, reduce it by 1.
• When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
• When this card has 6 markers, bury it.
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 6
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
14
Powers
At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.
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
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 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.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 3
Traits
Deity: Erastil
Divine
Check
Dexterity
Divine
Survival
8
Powers
WHEN THIS IS THE HOUR
On your check, if you are at a Wild location, add 1d4.
On any check, discard to bless.
On a Dexterity or Survival check, discard to bless twice.
Discard to explore.
Recharge to explore a Wild location.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may recharge a card to replace all d4s with d8s.
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, you may remove 1 of your scourges.
On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Blessing 1
Traits
Deity: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Turn: 8 Radovan/Katlyn99
Top of Blessing Discard Pile: The Dance - When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
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.
Blessings Remaining: 25
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: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you move during your move step, bury a card.
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
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: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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
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: 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 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 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.
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 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
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.
Proxy 0
Traits
Check
None
0
Powers
Blessing 2
Traits
Deity: Norgorber
Divine
Veteran
Check
Dexterity
Divine
Stealth
5+#
Powers
WHEN THIS IS THE HOUR
On your Stealth check or your check that invokes the Poison trait, add 1d4.
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Blessing 3
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: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blood Pool
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
Ruin
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
Swamp
Traits: Aquatic, Wild
At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
When Permanently Closed: No effect.
M:4 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:3
Located here: Cogsnap
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.
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.
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
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.
Barrier 1
Traits
Curse
Task
Veteran
Check
Intelligence
Perception
4+#
OR
Charisma
Diplomacy
6+#
Powers
The difficulty is increased by the hour’s level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Barrier 1
Traits
Skirmish
Veteran
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.
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.
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 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.
Monster 6
Traits
Outsider
Fire
Check
Combat
23
Powers
Before acting, roll 1d6.
1–2. This monster is evaded; add the new location Twisting Passages and move to it.
3–4. Treat every feat on your character and role card as unchecked until the end of the turn.
5–6. Bury your discards, then discard your hand.
If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia’s Mantle.
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.
Fishery
Traits: Aquatic, Urban, Wild
At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
When Closing: Summon and defeat the story bane Jigsaw Shark.
When Permanently Closed: No effect.
M:4 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:2
Located here: Sajan
Notes: Sneak, The Lost Harrows, Ash Giant, Eternal Glyphs
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.
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 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
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.
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.
Item 6
Traits
Tool
Magic
Gambling
Harrow
Check
Intelligence
Knowledge
12
Powers
Display and choose any skill. While displayed:
• Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
• When you fail a check using that skill, bury this card.
Ally 6
Traits
Formian
Aristocrat
Check
Intelligence
Knowledge
15
OR
Charisma
Diplomacy
14
Powers
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
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.
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
Monster 4
Traits
Trigger
Aberration
Check
Combat
20
Powers
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
Cave
Traits: Underground, Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:2
Located here: Angban,
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.
Story Bane Monster 6
Traits
Human
Devil
Aristocrat
Bard
Check
Charisma
Wisdom
12
THEN
Combat
22
Powers
Resistant to Fire, Melee, and Ranged.
When encountered, a character may reveal the Loot weapon Serithtial; if no character does, suffer 1d6 Force damage and this monster is evaded.
Before acting, another local character summons and encounters the story bane Taniniver.
The Combat difficulty to defeat is increased by 1d12.
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 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.
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 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.
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.
Item 5
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
13
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
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.
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.
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
Repository
Traits: Sacred, Underground
At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
When Permanently Closed: Recharge 1d4 boons.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:2
Located here: Ezren, Radovan,
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard an ally, recharge it instead.
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
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 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
Island
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

Radovan - Katlyn99 |

Hourglass Discard: The Dance - When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
Explore: The Publican
Auto fail. Banish Cotct Gargoyle. Immune to poison damage. Display Cotct Gargoyle (4) next to Fell Viridio for being dealt poison damage.
Discard The Liar to explore. Harrow played. Draw Appleslayer.
Explore: Roc
Reveal dancing daggers. reveal belt
Combat 19: 1d8 + 6 + 1d4 + 1 + 2 + 3d4 + 3 + 1d4 ⇒ (8) + 6 + (4) + 1 + 2 + (4, 3, 1) + 3 + (1) = 33
Roc banished. Display Troll (2) next to Norge for defeating a monster.
Discard Zae to explore.
Explore: Ileosa’s Fury
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourge Frightened.
Discard The Locksmith to bless twice
Acrobatics 11: 3d8 + 6 ⇒ (1, 4, 3) + 6 = 14
Reveal belt. Reveal Dagger. Don't apply Norge or Fell Viridio since its immune to both Fire and Poison. Recharge the joke to bless. 3 boons played on the check, drawing a card per hour - Alaeron
Combat 24: 2d8 + 6 + 1d4 + 3d4 + 3 + 1d4 ⇒ (4, 2) + 6 + (2) + (3, 4, 2) + 3 + (3) = 29
Ileosa's Fury banished. Display Traitor (1) next to Quang for defeating a monster.
When Closing: Summon and acquire a weapon, a spell, an armor, or an item.
Choosing Weapon
Encounter: Banudor
Reveal belt, ask Ezren to cast Good Omen, bury Traitor (1)
Melee 14: 1d8 + 1d4 + 1d6 + 6 + 1d6 + 1 ⇒ (6) + (4) + (1) + 6 + (5) + 1 = 23
Repository closed.
When Permanently Closed: Recharge 1d4 boons.
1d4 ⇒ 2 Recharge Alaeron and Appleslayer.
Radovan moves to the Fishery.
"
Hand: Dancing Dagger, Belt of Physical Might (Core), Alaeron, Appleslayer, The Winged Serpent, Keen Spiked Chain (2 handed),
Displayed: Brooch of Protection, The Lost Harrows (Divine),
Deck: 10 Discard: 4 Buried: 0
Current Location: Fishery
Hero Points: 1/1
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): Ancient Black Dragon (6), Traitor (1)
Norge (Fire IC d8): Troll (2)
Fell Viridio (Poison IC 2d6): Cotct Gargoyle (4)
Middle of Deck (Unknown Order): Blackjack's Rapier, Torius Vin, Snick, Grogul, Red Leathers, The Savored Sting, Ring of Regeneration, Shocking Sawtooth Saber (loot), Shocking Sawtooth Saber
Recharged: 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)

Ezren the Explorer |

Ezren attempts to recover all cards in their Recovery pile.
Good Omen (Core): Arcane 8: 1d12 + 1d4 + 1d4 + 6 ⇒ (10) + (4) + (4) + 6 = 24 -> Good Omen (Core) recharged.
Move to Cave on Repository close.

MorkXII - Sajan 1017 |

During This Adventure: Adventure 6—The Crown of Fangs
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 6D: Legacy of Blood
STORY BANES:
SETUP:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 6
Traits
Outsider
Check
Combat
21
Powers
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
After the encounter, a random local character summons and encounters this monster.
Monster 6
Traits
Aberration
Check
Combat
25
Powers
Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
The difficulty to defeat is increased by twice your number of scourge markers.
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Monster 4
Traits
Vermin
Check
Combat
16
Powers
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
If undefeated, a random local character summons and encounters this monster.
Barrier 4
Traits
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:
• 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 6
Traits
Trigger
Trap
Magic
Check
Wisdom
15
OR
Disable
13
Powers
When examined, move to this barrier’s location and encounter it.
After acting, a random local character summons and encounters the danger.
If undefeated, each local character suffers the scourge Exhausted.
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 1
Traits
Cache
Veteran
Check
Intelligence
Knowledge
7+#
Powers
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
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
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.
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 6
Traits
Spear
Melee
Ranged
Fire
Magic
Check
Strength
Melee
Ranged
Survival
16
Powers
For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
On a local combat check, freely discard to add 1d8 and the Fire trait.
You may use this power even if you have previously revealed this card on this check.
Weapon 6
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
15
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character’s combat check, freely discard to add 1d8; if the character is local and still fails this check against a non–story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
Spell 6
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
13
Powers
Display. While Displayed:
•At the start of your turn, choose 1. Until the start of the next turn:
˚ Your Strength, Dexterity, and Constitution skills are 1d12+2.
˚ Your hand size is 3.
˚ Your hand size is 7.
˚ Your hand size is 10.
• At the end of the scenario, banish; if proficient, discard 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 6
Traits
Magic
Arcane
Divine
Attack
Mental
Check
Intelligence
Wisdom
Arcane
Divine
13
Powers
When you encounter a monster, banish to evade it, then search your location for a boon and draw it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Divine
Mental
Veteran
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
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
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 6
Traits
Light Armor
Magic
Check
Constitution
Divine
Fortitude
15
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
• When you suffer any damage, you may bury to reduce it to 0.
• On a local check against a story bane, you may freely discard to add your Divine modifier.
Armor 6
Traits
Light Armor
Magic
Check
Constitution
Fortitude
14
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
• When you suffer any damage, you may bury to reduce it to 0.
Item 6
Traits
Accessory
Magic
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.
Item 5
Traits
Accessory
Magic
Check
Intelligence
Arcane
Fortitude
10
Powers
Display. While displayed:
• When you suffer Combat or Force damage, reduce it by 1.
• When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
• When this card has 6 markers, bury it.
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 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.
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 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
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.
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 4
Traits
Aberration
Check
Wisdom
Survival
9
Powers
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards’ before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Ally 4
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 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, summon and encounter a spell.
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Blessing 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
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 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
Stealth
4+#
Powers
WHEN THIS IS THE HOUR
When you would bury a boon, succeed at its check to acquire or banish it instead.
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Blessing 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: 9 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: 24
Blessings Deck
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you move during your move step, bury a card.
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your turn, discard a blessing or suffer the scourge Exhausted.
On your check, discard this card and another card to bless twice.
Discard to explore.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
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: Books
Harrow
Veteran
Check
Intelligence
Arcane
4+#
Powers
WHEN THIS IS THE HOUR
On your Charisma check, you may use your Intelligence die instead of the normal die.
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Suit: 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
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: 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 2
Traits
Deity: Rovagug
Divine
Veteran
Check
Banish a Boon
0
OR
Bury A Boon Whose Level Is Equal To #
0
Powers
WHEN THIS IS THE HOUR
On your check, you may banish a random blessing from your discards to bless.
On your check, recharge to bless twice, then banish the top blessing of the hourglass.
Recharge to explore, then shuffle a new monster into a random location.
Blessing 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.
Proxy 0
Traits
Check
None
0
Powers
Proxy 0
Traits
Check
None
0
Powers
Blessing 0
Traits
Divine
Check
Wisdom
Divine
2
Powers
WHEN THIS IS THE HOUR
No effect.
On a local check, discard to bless. If the hour’s level is 0, you may recharge instead.
Discard to explore.
Blessing 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
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.
Proxy 0
Traits
Check
None
0
Powers
Blessing 2
Traits
Deity: Norgorber
Divine
Veteran
Check
Dexterity
Divine
Stealth
5+#
Powers
WHEN THIS IS THE HOUR
On your Stealth check or your check that invokes the Poison trait, add 1d4.
On any check, discard to bless.
On a Perception or Stealth check, recharge to bless.
Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore.
Blessing 3
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: Keys
Harrow
Veteran
Check
Dexterity
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
When a character moves on their turn, each other local character may move with them.
On any check, discard to bless.
On another character’s Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Blood Pool
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
Ruin
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
Swamp
Traits: Aquatic, Wild
At This Location: When you fail a check to defeat a monster, suffer the scourge Wounded.
When Closing: Either succeed at a Wisdom or Survival 6+# check or shuffle a new monster into each location.
When Permanently Closed: No effect.
M:4 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:3
Located here: Cogsnap
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.
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.
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
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.
Barrier 1
Traits
Curse
Task
Veteran
Check
Intelligence
Perception
4+#
OR
Charisma
Diplomacy
6+#
Powers
The difficulty is increased by the hour’s level.
If undefeated, suffer the scourge Dazed.
If defeated and the hour is a blessing, draw it.
Barrier 1
Traits
Skirmish
Veteran
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.
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.
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 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.
Monster 6
Traits
Outsider
Fire
Check
Combat
23
Powers
Before acting, roll 1d6.
1–2. This monster is evaded; add the new location Twisting Passages and move to it.
3–4. Treat every feat on your character and role card as unchecked until the end of the turn.
5–6. Bury your discards, then discard your hand.
If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia’s Mantle.
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.
Fishery
Traits: Aquatic, Urban, Wild
At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other.
When Closing: Summon and defeat the story bane Jigsaw Shark.
When Permanently Closed: No effect.
M:4 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:2
Located here: Sajan, Radovan,
Notes: Sneak, The Lost Harrows, Ash Giant, Eternal Glyphs
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.
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 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
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.
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.
Item 6
Traits
Tool
Magic
Gambling
Harrow
Check
Intelligence
Knowledge
12
Powers
Display and choose any skill. While displayed:
• Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
• When you fail a check using that skill, bury this card.
Ally 6
Traits
Formian
Aristocrat
Check
Intelligence
Knowledge
15
OR
Charisma
Diplomacy
14
Powers
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.
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.
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
Monster 4
Traits
Trigger
Aberration
Check
Combat
20
Powers
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
Cave
Traits: Underground, Wild
At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:2
Located here: Ezren, Angban,
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.
Story Bane Monster 6
Traits
Human
Devil
Aristocrat
Bard
Check
Charisma
Wisdom
12
THEN
Combat
22
Powers
Resistant to Fire, Melee, and Ranged.
When encountered, a character may reveal the Loot weapon Serithtial; if no character does, suffer 1d6 Force damage and this monster is evaded.
Before acting, another local character summons and encounters the story bane Taniniver.
The Combat difficulty to defeat is increased by 1d12.
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 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.
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 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.
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.
Item 5
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
13
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.
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.
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.
Story Bane Monster 6
Traits
Outsider
Devil
Check
Combat
24
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 scourge Frightened.
After acting, each local character suffers 1d4 Force damage.
Repository
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Island
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

Angban |

Start turn. Explore, first examining 3: Stone-shard Breastplate, Ileosa Ascendant, Skeletal Minotaur. Let's do this! Guard checks please!
Assuming Ezren takes the first check, I'll discard The Marriage. For combat, Reveal and bury Flaming Musket and bury poisoned bullets. Recharge Gorum's Iron to bless.
Difficulty (resistant to Ranged): 22 + 4 + 1d12 ⇒ 22 + 4 + (4) = 30
Combat 30: 2d8 + 1d10 + 2 + 2d8 + 1d12 ⇒ (2, 5) + (9) + 2 + (8, 4) + (8) = 38

Ezren the Explorer |

Before acting, another local character summons and encounters the story bane Taniniver. Cast Dominate on Taniniver searching the deck for a boon and drawing Headband Of Mental Superiority.
wisdom 12 blessed by The Marriage, revealing Headband Of Mental Superiority x2, discarding Soothing Word to add my intelligence: 1d8 + 1d12 + 4 + 1d4 + 1d4 + 1d8 + 1d6 ⇒ (3) + (4) + 4 + (2) + (3) + (6) + (3) = 25

MorkXII - Sajan 1017 |

DEVELOPMENT:
The blood dragon collapses into a heap of rotten marrow as the Everdawn Pool shudders and bleeds out of existence. Queen Ileosa—the real one—crumples to the ground, snatching at her swiftly rusting crown.
With a forward step, you kick the dragon Kazavon’s teeth aside, well out of her way. “I had so many plans,” she whispers, and dies in front of you.
As the Sunken Queen rumbles and shatters into the swamp, you beat a hasty retreat out of the Mushfens. You ride back to the city bearing the joyous news that the evil queen is dead.
Korvosa will need a new monarch, or perhaps some other form of government more representative of its people’s hardy spirit. It will need time to recover. But it will do so without fear of its corrupt ruler’s return. For today, you have avenged all that died in her plagues and under her guillotine. You saved Korvosa from the greatest threat it’s ever known.
SCENARIO REWARD:
Item 7
Traits
Loot
Accessory
Magic
Check
Banish A Boon
0
Powers
When you suffer non-Combat damage, freely reveal to roll 1d4; on a result other than 1, reduce the damage by 5.
On your check against a bane, freely reload to add 7.
ADVENTURE REWARD:
ADVENTURE PATH REWARD:
ACQUIRED CARDS:
Weapon 5 Banudor
Weapon 6 Commander’s Falchion
Weapon 3 Sawtooth Saber
Spell 4 Giant Form
Armor 5 Angelic Armor
Item 4 Blue War Paint
Item 4 Bottled Lightning
Item 6 Fuse Grenade
Item 5 Headband Of Mental Superiority
Item 4 Silver War Paint
Item 6 Staff Of Greater Necromancy
Blessing 1 The Hidden Truth

MorkXII - Sajan 1017 |

Adventure 7—Kazavon Rises
BUILD THE VAULT:
Curse 7A: The Inevitable Betrayal
A recovering Korvosa turns to you for leadership. While a new government forms, you must ascend to the Crimson Throne—most emporarily, you are assured.
Except Neolandus Kalepopolis has given you a strange list he found when he reclaimed the seneschal’s chambers from Togomor. At the top is listed the Crown of Fangs next to the word “teeth.” Below that, there’s the Armor of Skulls by the word “skull.” Then, the Howling Horn next to “horns,” Shredskin next to “ribs,” the Staff of the Slain next to “tailbones,” the Bound Blade next to “claws,” and the Throne of Nalt next to “wings.” What could that—
A crackle of lightning on a clear day, followed by thousands of screams, followed by explosions of wrack and ruin, followed by more screams. Ah yes. You knew there was a reason not to trust the Brotherhood of Bones.
LOCATIONS:
STORY BANES:
SETUP:
DURING THIS SCENARIO:

Radovan - Katlyn99 |

Radovan is interested in The Joke as his harrow then. =) 1d1000 ⇒ 204