Cogsnap - WilderRedbeard |
Continuing turn:
Traits
Human
Cleric
Check
Combat
16
Powers
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Bury from top of deck: 1d4 + 1 ⇒ (3) + 1 = 4 The Snakebite, Galvanic Chakram, Heavy Crossbow, Embalming Fluid.
Acid Flask to recovery in place of Tangleburn Bag. BBs add 1d8.
Combat 16: 1d10 + 4 + 3d8 ⇒ (1) + 4 + (7, 2, 5) = 19 defeated
AA, suffer the scourge Wounded.
Recharge Tangleburn Bag to draw a new Liquid/Alchemical Item from the box: None available in randoms.
For closing Cell, draw a new Ally from the box: Harrower (Ally 0).
Move to Dungeons.
End turn. Attempt Acid Flask recovery revealing BB:
Craft 6: 1d10 + 4 + 1d8 ⇒ (9) + 4 + (2) = 15 recharged
Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached:
ambient sound of clinking bottles
"What a Lady! I think she got me... Is that blood or acid?"
Hand: Brilliance, Armored Coat, Burglar's Bracers, Clockwork Servant, Deathgrip (acquired), Harrower (acquired),
Displayed:
Deck: 7 Discard: 5 Buried: 4
Current Location: Dungeons
Hero Points (Available): 1
NOTES:
Other: Dice Re-Roll Used for 2C?: N
Middle of Deck (Unknown Order): Elixir of Love, Elixir of Love (acquired), Gentleman Explorer
Recharged: Blast Stone, Elixir of Healing, Tangleburn Bag, Acid Flask,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Weapons, Alchemical, Arcane
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. □ During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 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
Ezren the Explorer |
danger 1. Blood Vial, 2. Cultist: 1d2 ⇒ 2
"
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
combat 10 +2 +2 +2 casting Frost Ray: 1d12 + 3d6 + 4 ⇒ (2) + (2, 6, 1) + 4 = 15
folio reroll on the d12: 1d12 ⇒ 9
22 succeeds. Dungeons guarded.
AYA constitution 5 aided by suit: 2d4 ⇒ (3, 2) = 5
Ezren attempts to recover all cards in their Recovery pile.
Frost Ray (Core): Arcane 9: 1d12 + 1d4 + 4 ⇒ (7) + (4) + 4 = 15 -> Frost Ray (Core) recharged.
BR Mork |
Item 0
Traits
Liquid
Alchemical
Attack
Poison
Check
Intelligence
Craft
5
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 7 check to recharge this card.
BR Mork |
During This Adventure: Adventure 1: Edge of Anarchy
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 2D: The Cult of Urgathoa
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Aberration
Aquatic
Check
Combat
11
Powers
If this monster would be defeated, reroll.
Monster 0
Traits
Animal
Check
Combat
11
OR
Survival
6
Powers
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.
Monster 0
Traits
Goblin
Check
Combat
9
Powers
Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4:
1. Suffer 1d4-1 Ranged Combat damage.
2. Suffer 1 Fire damage.
3. Suffer the scourge Poisoned.
4. Recharge a card.
Monster 1
Traits
Animal
Poison
Check
Combat
10
OR
Acrobatics
7
Powers
All damage is Poison damage.
If undefeated, suffer the scourges Entangled and Poisoned.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
Barrier 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
Obstacle
Plant
Trigger
Check
Wisdom
Perception
8
OR
Stealth
Survival
6
Powers
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Barrier 1
Traits
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 0
Traits
Obstacle
Check
Wisdom
Perception
Stealth
5
Powers
Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card.
If undefeated, each local character buries a card from their discards.
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
5
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Weapon 2
Traits
Spear
Melee
Piercing
Cold
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Weapon 0
Traits
Scythe
Melee
Slashing
2-handed
Check
Strength
Melee
9
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
Display at your location. While displayed:
• When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
6
Powers
On any combat check, freely banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Attack
Cold
Check
Intelligence
Arcane
6
OR
Wisdom
Divine
8
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4.
If the check is against a bane, when you suffer damage from it, reduce it by 1.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
When a local character suffers Combat damage, freely banish to reduce it by 4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Armor 2
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Armor 0
Traits
Heavy Armor
Check
Constitution
Fortitude
5
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
• When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Armor 2
Traits
Heavy Armor
Gray Maiden
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Item 1
Traits
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Recharge to examine the top 3 cards of any character’s deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Item 2
Traits
Accessory
Magic
Check
Intelligence
Arcane
Craft
9
Powers
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane’s before acting or after acting power, reveal to reduce it by 1.
Item 0
Traits
Instrument
Check
Constitution
Charisma
4
Powers
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Item 2
Traits
Object
Magic
Check
Dexterity
Disable
9
Powers
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
Item 0
Traits
Accessory
Piercing
Check
Strength
Melee
4
Powers
On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check.
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard to give a card to another character.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Ally 1
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Ally 1
Traits
Animal
Owner: Lini
Check
Wisdom
Survival
6
Powers
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card’s owner, recharge it instead. You may not use this power during an encounter.
Ally 2
Traits
Construct
Magic
Check
Intelligence
Arcane
Craft
8
OR
Charisma
Diplomacy
10
Powers
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
Ally 0
Traits
Animal
Check
Wisdom
Perception
Survival
4
Powers
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
Your non-combat check against a bane is blessed.
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When another character avenges your encounter, heal 1d4 cards.
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Blessing 1
Traits
Deity: Pharasma
Divine
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Undead card, add 1d6.
On any check, discard to bless.
Discard to draw 2 cards, then recharge 2 cards. Then you may explore.
Blessing 0
Traits
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: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Turn: 15 Radovan/Katlyn99
Top of Blessing Discard Pile: The Betrayal - When this is the hour: When you acquire a boon, bury it.
Blessing 1
Traits
Suit: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, bury it.
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Blessings Remaining: 15
Blessings Deck
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 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 2
Traits
Deity: 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: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 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: 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: 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 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 2
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Blessing 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: 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: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Laboratory
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Lair
Traits: Underground, Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:2
Located here: Sajan,
Notes: possible villain
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal each local character a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
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.
Monster 1
Traits
Outsider
Demon
Check
Combat
8
OR
Arcane
Knowledge
6
Powers
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Weapon 2
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Acrobatics
Melee
11
Powers
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
Monster 1
Traits
Aberration
Disease
Check
Combat
15
Powers
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.
Shrine
Traits: Sacred, Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M:2 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:2
Notes: possible villain
Barrier 2
Traits
Obstacle
Weather
Check
None
0
Powers
Display this barrier at your location.
While displayed:
• When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
Knowledge
7
Powers
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
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 2
Traits
Human
Ranger
Veteran
Check
Combat
10+##
OR
Wisdom
5+#
Powers
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
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.
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.
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.
Story Bane Monster 2
Traits
Human
Cleric
Check
Combat
16
Powers
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Monster 2
Traits
Outsider
Check
Combat
11
Powers
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
Barrier 1
Traits
Trap
Check
Dexterity
Wisdom
Disable
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Oubliette
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Pits
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Cell
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Angban, Radovan,
Dungeons
Traits: Underground
At This Location: The difficulty of combat checks is increased by 2.
When Closing: Summon and defeat the danger.
When Permanently Closed: Each local character may draw a card.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Ezren, Cogsnap,
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.
Story Bane Monster 2
Traits
Outsider
Fiend
Disease
Check
Combat
14
Powers
Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire.
Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4+1 Combat damage and the scourge Exhausted.
If undefeated, each local character suffers the scourge Plagued and buries the top card of their deck.
Blessing 0
Traits
Divine
Check
Wisdom
Divine
3
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.
Item 0
Traits
Tool
Check
Intelligence
Disable
Perception
4
Powers
On your Disable or Perception non-combat check, reveal to add 1d4.
Recharge to examine the top 2 cards of your deck, then you may shuffle your deck.
Ally 1
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Monster 0
Traits
Animal
Swarm
Check
Combat
9
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
Radovan - Katlyn99 |
OFF-TURN ACTIONS: Cogsnaps turn - follow my buddy cogsnap to the Dungeons
Hourglass Discard: The Betrayal
WHEN THIS IS THE HOUR: When you acquire a boon, bury it.
Start of Turn: Reveal Rodrick to recharge Alaeron
Explore: Ghastly Runes
Reveal belt, bury Ghoul (1)
Disable 6+2: 1d8 + 4 + 1 + 1d6 + 1 ⇒ (7) + 4 + 1 + (6) + 1 = 19
Ghastly Runes banished.
Discard The Waxworks to explore.
Explore: Leukodaemon
Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4+1 Combat damage and the scourge Exhausted.
Reveal belt. Auto succeed Acrobatics check.
Reveal belt. Reveal humanbane rapier. Choosing not to use my Norge devil form since it is resistant to fire.
Combat 14: 1d8 + 3 + 1d4 + 1 + 1d6 + 1 ⇒ (7) + 3 + (4) + 1 + (6) + 1 = 22
When Closing: Summon and defeat the danger.
danger: 1d2 ⇒ 2
Encounter: Cultist
Reveal belt. Reload humanbane rapier.
Combat 10+2+2: 1d8 + 3 + 1d4 + 1 + 1 + 1d6 + 1 + 1d8 + 1d4 ⇒ (8) + 3 + (3) + 1 + 1 + (4) + 1 + (8) + (2) = 31
When you encounter a Cultist, after acting, succeed at a Constitution or Fortitude 5 check or suffer the scourge Plagued.
Reveal belt
Fortitude 5: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
When Permanently Closed: Each local character may draw a card. - draw Humanbane Rapier.
Dungeons closed. Radovan moves to Lair.
End turn.
"
Hand: Appleslayer, Rodrick, The Joke, Blessing of the Ancients, Humanbane Rapier, Belt of Physical Prowess, Gorum's Iron,
Displayed:
Deck: 9 Discard: 3 Buried: 1
Current Location: Lair
Hero Points: 2/2
Reroll used? No
NOTES:
Available Support: Feel free to use my blessing(s).
Movement: Move me to wherever the most characters are or to where cogsnap is when my location closes.
Displayed cards next to Devil Form(s):
Devil Form Quang (OOC d6): Spectre (2)
Devil Form Norge (IC d8): Spider Swarm (1)
Middle of Deck (Unknown Order): Red Leathers, Blessing of the Elements, Rapier (Core), Zae, Keen Rapier, Snakebite Dagger, Spider Venom
Recharged: Burglar (Core), Alaeron,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Acrobatics: Dexterity +2 (Quang displayed)
Fortitude: Constitution +2 (Norge displayed)
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). Once per turn, when a local character suffers damage from a bane, display a new monster 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.
When you suffer (□ or a local character suffers) Fire, Poison, or Ranged Combat damage, reduce it by 1.
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)
MorkXII - Sajan 1017 |
During This Adventure: Adventure 1: Edge of Anarchy
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 2D: The Cult of Urgathoa
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Undead
Mental
Check
Combat
13
Powers
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Monster 2
Traits
Vermin
Poison
Check
Combat
13
Powers
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
Monster 1
Traits
Human
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 0
Traits
Animal
Check
Combat
9
OR
Charisma
Survival
6
Powers
Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster.
Monster 1
Traits
Undead
Incorporeal
Check
Combat
14
OR
Divine
8
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Barrier 1
Traits
Skirmish
Undead
Check
None
0
Powers
Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it.
If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated.
Barrier 2
Traits
Trap
Magic
Veteran
Trigger
Check
Arcane
Divine
6+#
OR
Disable
8+#
Powers
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Barrier 2
Traits
Trigger
Lock
Skirmish
Check
Wisdom
Disable
Stealth
9
Powers
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Barrier 2
Traits
Curse
Trap
Magic
Check
Intelligence
Craft
7
OR
Wisdom
Perception
8
Powers
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Barrier 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.
Weapon 0
Traits
Chain
Ranged
Bludgeoning
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4; you may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Weapon 0
Traits
Knife
Melee
Ranged
Piercing
Finesse
Check
Strength
Dexterity
Melee
Ranged
Stealth
3
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Weapon 0
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Check
Strength
Acrobatics
Melee
5
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.
Weapon 0
Traits
Knife
Melee
Slashing
Finesse
Check
Strength
Acrobatics
Melee
4
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4.
Weapon 1
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
10
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Attack
Cold
Check
Intelligence
Arcane
7
Powers
For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Spell 1
Traits
Magic
Divine
Attack
Check
Wisdom
Divine
8
Powers
For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
Display. While displayed:
• When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
• At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
7
Powers
On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
If it is a check to acquire and the character acquires the card, they may give it to a local character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
4
Powers
Display. While displayed:
• When you discard cards as Combat damage, you may reload 1 of those cards.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Armor 0
Traits
Light Armor
Check
Constitution
Fortitude
3
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 1.
• When you suffer any damage, you may bury to reduce it to 0.
Item 1
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Item 1
Traits
Wand
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
6
Powers
For your combat or Disable check, bury or banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Item 0
Traits
Liquid
Alchemical
Poison
Check
Intelligence
Craft
6
Powers
Display. While displayed:
• On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Item 2
Traits
Liquid
Paint
Check
Melee
Divine
5
Powers
Display. While displayed:
• On your checks against Undead banes, add 1d8.
• When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Item 0
Traits
Accessory
Magic
Divine
Check
Wisdom
Divine
4
Powers
On your Divine non-combat check, reveal to add 1d4.
Discard to heal a Divine spell.
Ally 1
Traits
Dwarf
Hireling
Check
Charisma
Diplomacy
6
OR
Craft
4
Powers
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
Ally 0
Traits
Human
Bard
Check
Charisma
Diplomacy
4
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6.
Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6.
Ally 0
Traits
Human
Ranger
Check
Charisma
Diplomacy
Ranged
4
Powers
On a local Dexterity or Ranged check, recharge to add 1d4.
Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4.
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Disable
6
Powers
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
Ally 2
Traits
Ooze
Alchemical
Acid
Check
Intelligence
Craft
9
OR
Wisdom
Survival
11
Powers
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
Blessing 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Acrobatics
4+#
Powers
WHEN THIS IS THE HOUR
On your Strength check, add 2.
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
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
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
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.
Turn: 16 Angban/eddiephlash
Top of Blessing Discard Pile: The Keep - When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
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.
Blessings Remaining: 14
Blessings Deck
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 1
Traits
Deity: Gorum
Divine
Veteran
Check
Divine
Melee
Ranged
4+#
Powers
WHEN THIS IS THE HOUR
On your non-Attack combat check, add 1.
On any check, discard to bless.
On a non-Attack combat check, recharge to bless.
Discard to explore.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 2
Traits
Deity: 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: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 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: 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: 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 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 2
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Blessing 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: 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: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Laboratory
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Lair
Traits: Underground, Wild
At This Location: The difficulty to defeat story banes is increased by 2.
When Closing: Succeed at a Strength or Melee 5+# check.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:2
Located here: Sajan, Radovan,
Notes: possible villain
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal each local character a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
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.
Monster 1
Traits
Outsider
Demon
Check
Combat
8
OR
Arcane
Knowledge
6
Powers
Immune to Electricity and Poison.
Resistant to Attack.
Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage.
If undefeated, suffer the scourge Poisoned.
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Weapon 2
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Acrobatics
Melee
11
Powers
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
Monster 1
Traits
Aberration
Disease
Check
Combat
15
Powers
When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded.
If undefeated, suffer the scourge Plagued.
Shrine
Traits: Sacred, Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M:2 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:2
Notes: possible villain
Barrier 2
Traits
Obstacle
Weather
Check
None
0
Powers
Display this barrier at your location.
While displayed:
• When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
Knowledge
7
Powers
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
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 2
Traits
Human
Ranger
Veteran
Check
Combat
10+##
OR
Wisdom
5+#
Powers
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
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.
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.
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.
Story Bane Monster 2
Traits
Human
Cleric
Check
Combat
16
Powers
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Monster 2
Traits
Outsider
Check
Combat
11
Powers
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
Barrier 1
Traits
Trap
Check
Dexterity
Wisdom
Disable
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Oubliette
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Pits
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Cell
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Angban,
Dungeons
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ezren, Cogsnap,
Ezren the Explorer |
acrobatics 6 BYA vs Leukodaemon recharging Gem of Mental Acuity (Core): 1d12 ⇒ 3
combat dmg: 1d4 + 1 ⇒ (1) + 1 = 2
Discard cat and Enhance. Draw a card on Dungeons close: Locate Object (Core). Move to Lair on close.
Cast Locate Object at Lair. Lair Card 1: Revitalize. Encounter it.
Spell 0
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
6
Powers
Banish to heal each local character a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
wisdom 6: 1d8 ⇒ 2
Ezren attempts to recover all cards in their Recovery pile.
Locate Object (Core): Arcane 8: 1d12 + 1d4 + 4 ⇒ (10) + (4) + 4 = 18 -> Locate Object (Core) recharged.
Lair card 1 banished.
Angban |
Move to Dungeons with the crew when Cell was closed. Dex check from Radovan's turn.
Dex 6: 1d8 + 2 ⇒ (5) + 2 = 7 Success!
Not Exhausted. Draw a card: Blessing of Calistria and move to Lair upon close.
Start turn. Hour is The Keep. Explore card 2: Cultist. Scenario power adds d4 to con check.
Fort 5: 1d10 + 3 + 1d4 ⇒ (3) + 3 + (3) = 9 Plagued avoided.
Combat. Bury Shock Musket and Poisoned Bullets
Combat 8 + # + 2 = 12: 1d8 + 5 + 1d10 + 1 + 2d8 + 1d12 ⇒ (5) + 5 + (9) + 1 + (7, 8) + (10) = 45 Defeated!
Attempt to close. Discard Orison to bless.
Str 5 + # = 7: 2d8 ⇒ (5, 7) = 12 Success!
No villains here, Lair is closed! We all move to the Shrine when closed.
End turn. Recharge buried Shock Musket. Reset hand, drawing 1.
Hand: The Sickness, Tower Shield, Hand Cannon, Blessing of Calistria, Alchemical Cartridges,
Displayed: Hide Armor, Armored Coat,
Deck: 10 Discard: 1 Buried: 1
Current Location: Shrine
Hero Points: 0
Shirt Reroll: Used
NOTES:
Available Support: Please use my blessings. Hand cannon adds 2d6 to a distant combat.
Middle of Deck (Unknown Order): Dragon Pistol +1, Surgeon
Recharged: Powder Horn, Blessing of Achaekek, Dragon Pistol, Benevolent Buckler, Pistol +1, Blessing of Alkenstar, Ausio Carowyn, Shock Musket +1,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Ranged: Dexterity + 3
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +3
Intelligence d6 ☐ +1 ☐ +2
Craft: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1 ☐ +2
Traits: Dwarf, Gunslinger
Favored Card: Armor or Weapon
Hand Size: 4 ☑ 5
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.
Ezren the Explorer |
Sands Of The Hour: No effect.
Examine the top card of my deck: Soothing Word. Draw it.
Barrier 2
Traits
Obstacle
Weather
Check
None
0
Powers
Display this barrier at your location.
While displayed:
• When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Display Thunderstorm at Shrine. Discard The Mountain Man healing Cat and exploring.
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
Knowledge
7
Powers
If undefeated, suffer the scourge Exhausted, then summon and encounter the danger.
If defeated, examine the top card of your location; you may ignore effects that trigger when examined.
knowledge 7: 1d12 + 4 ⇒ (6) + 4 = 10
Examine next card due to Ingratiating Minion: Sands Of The Hour.
Leech targeting self: 1d4 - 1 ⇒ (2) - 1 = 1
Cast Soothing Word on Cogsnap.
Ezren ends their turn.
Ezren attempts to recover all cards in their Recovery pile.
Soothing Word: Arcane 11: 1d12 + 1d4 + 4 ⇒ (9) + (4) + 4 = 17 -> Soothing Word recharged.
Ezren resets their hand.
Hand: Harrowstrike, Spellbook (Core), Cat (Core), Codex (Core), False Life, The Mountain Man, The Juggler,
Displayed:
Deck: 10 Discard: 2 Buried: 2
"Current Location: Shrine
Hero Points: 4"
"NOTES:
Available Support: Folio reroll: used
Blessings are available for use.The Mountain Man: On a Strength or Constitution check, after the roll, discard to add 3.
The Juggler: On another character's check, freely discard to reroll a die.
Codex (Core): On a local check to acquire, discard to add your Knowledge skill. (1d12 +4)
Movement: Move me to Shrine if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Fiery Glare (Core), Gem of Mental Acuity (Core), Soothing Word 2, Frost Ray (Core), Lightning Bolt, Bound Imp (Core), Force Missile (Core), Locate Object (Core), Leech
Recharged: Soothing Word,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane Intelligence +2
Craft Intelligence +1
Knowledge Intelligence +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.
Shrine card 1 Thunderstorm displayed at Shrine. Card 2 banished. Card 3 examined.
Cogsnap healed for 1.
MorkXII - Sajan 1017 |
Hour: On your non-Attack combat check, add 1.
Start of turn:
Thunderstom 1d4 ⇒ 2 Nothing happens
Explore: Sands Of The Hour
Perc 4: 1d8 + 1 ⇒ (4) + 1 = 5 Acquired.
Discard Sands of the Hour to examine: Red Mantis Initiate and explore.
BD, Random char (S, C, R, E): 1d4 ⇒ 1: Sajan takes 1d4 ⇒ 4 Ranged damage. Char power reduces by 1. Recharge Hide Armor to reduce by 1. Discard Rapier and Cook.
Recharge The Locksmith for char power, reveal Amulet of Fiery Fists for +d8+Fire, +1 from hour
Combat 10+##=14: 1d8 + 4 + 1d10 + 1 + 1d8 + 1 ⇒ (6) + 4 + (8) + 1 + (2) + 1 = 22 Defeated.
Draw up to 5.
Skills and Powers:Hand: Keen Rapier, Amulet of Fiery Fists, Shining Wayfinder, Bat, IncitationSkills STRENGTH d8
Melee +1
DEXTERITY d8 +2
Acrobatics +2
CONSTITUTION d6
Fortitude +2
INTELLIGENCE d6
WISDOM d8
Perception +1
CHARISMA d6Powers
HAND SIZE 5 ☐ 6
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.WEAPON 2 ☐ 3
SPELL 0 ☐ 1 ☐ 2
ITEM 3 ☐ 4 ☐ 5
ALLY 3 [X2] 4 ☐ 5
BLESSING 7 [X1] 8 ☐ 9 ☐ 10
Displayed: 0
Deck: 8 Discard: 8 Buried: 1
Hero Points: 1 Shirt Reroll Available (CCT-2D): Yes
Notes:
Amulet of Fiery Fists:Amulet of Fiery Fists
Item 2Traits
Accessory
MagicChecks
Wisdom
Divine
7
or
Intelligence
Arcane
9Powers
Reveal this card to add 1d8 and the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check.Bat:Bat
Ally 0Traits
AnimalChecks
Wisdom
Perception
Survival
4Powers
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.
MorkXII - Sajan 1017 |
During This Adventure: Adventure 1: Edge of Anarchy
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 2D: The Cult of Urgathoa
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 2
Traits
Harpy
Check
Combat
10
Powers
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
Monster 0
Traits
Undead
Skeleton
Veteran
Check
Combat
10+##
Powers
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Monster 1
Traits
Undead
Mental
Check
Combat
13
Powers
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
Monster 2
Traits
Animal
Check
Combat
12
Powers
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
Barrier 2
Traits
Trigger
Lock
Skirmish
Check
Wisdom
Disable
Stealth
9
Powers
When examined, encounter this barrier.
If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.
Barrier 2
Traits
Lock
Magic
Trigger
Check
Arcane
Divine
Perception
9
Powers
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Barrier 1
Traits
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 0
Traits
Task
Check
Wisdom
Diplomacy
Stealth
6
Powers
If undefeated, bury the top card of your deck.
Barrier 2
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Weapon 0
Traits
Knife
Melee
Ranged
Piercing
Finesse
Check
Strength
Dexterity
Melee
Ranged
Stealth
3
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Weapon 0
Traits
Bow
Ranged
Piercing
2-handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Weapon 0
Traits
Axe
Melee
Ranged
Slashing
Check
Strength
Dexterity
Melee
Ranged
6
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6.
If proficient, on a local combat check, freely discard to add 1d6.
You may use this power even if you have previously revealed this card on this check.
Weapon 2
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
12
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.
Spell 1
Traits
Magic
Arcane
Divine
Attack
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
7
Powers
Banish to examine the top 3 cards of your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Spell 0
Traits
Magic
Arcane
Divine
Healing
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
Display next to a local character.
While displayed:
• At the end of this character’s turns, they may bury a card from their discards to heal a card.
• At the end of the scenario, banish; if proficient, bury instead.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
7
Powers
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• On your check to move, add 1d10.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Item 2
Traits
Object
Magic
Check
Dexterity
Disable
9
Powers
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
Item 0
Traits
Plant
Alchemical
Check
Wisdom
Divine
Survival
6
Powers
On your turn, bury or banish to heal a local character a card and/or remove a scourge from them.
DURING RECOVERY
You may succeed at a Divine or Survival 8 check to recharge this card.
Item 0
Traits
Instrument
Check
Constitution
Charisma
4
Powers
On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4.
When you defeat a monster, recharge to heal a weapon.
Item 0
Traits
Object
Check
Wisdom
Survival
4
Powers
Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard to explore.
Item 1
Traits
Wand
Magic
Arcane
Attack
Force
Check
Intelligence
Arcane
6
Powers
For your combat check, bury or banish to use Arcane + 2d4.
On another character’s combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Ally 1
Traits
Human
Cleric
Check
Charisma
Diplomacy
9
OR
Arcane
Divine
5
Powers
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Ally 2
Traits
Ooze
Alchemical
Acid
Check
Intelligence
Craft
9
OR
Wisdom
Survival
11
Powers
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
Ally 0
Traits
Human
Arcanist
Harrow
Check
Charisma
Diplomacy
6
Powers
On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
Discard to explore.
Ally 0
Traits
Perception
Human
Soldier
Check
Charisma
Diplomacy
6
OR
Melee
Ranged
5
Powers
When a local character suffers damage, recharge to reduce it by 1.
Discard to explore. This exploration, when you suffer damage, reduce it by 1.
Ally 0
Traits
Human
Hireling
Check
Charisma
Diplomacy
5
Powers
On a local check to close or to guard, recharge to add 1d6.
Discard to explore. This exploration, on your checks to close your location, add 1d6.
Blessing 1
Traits
Deity: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Melee
4+#
Powers
WHEN THIS IS THE HOUR
Your Ranged check is blessed.
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
Blessing 1
Traits
Suit: 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
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: 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.
Turn: 19 Cogsnap/Wilderredbeard
Top of Blessing Discard Pile: Benefaction - When this is the hour: No effect.
Blessing 0
Traits
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Remaining: 11
Blessings Deck
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: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 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: 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: 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 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 2
Traits
Deity: Asmodeus
Divine
Veteran
Check
Charisma
Diplomacy
Divine
5+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, you may bury your hand and discards to reroll.
On any check, recharge to bless.
If the character fails the check, a random character buries a card.
Discard to explore.
Blessing 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: 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: Desna
Divine
Veteran
Check
Wisdom
Divine
Perception
4+#
Powers
WHEN THIS IS THE HOUR
On each check, the first blessing played to bless may be played freely.
On any check, discard to bless.
On a check against a barrier, recharge to bless.
Discard to move, then explore.
Blessing 1
Traits
Deity: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Laboratory
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Lair
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:
Shrine
Traits: Sacred, Urban
At This Location: On your Divine checks, add 2.
When Closing: Succeed at a Wisdom or Divine 5+# check.
When Permanently Closed: You may draw a new blessing.
M:1 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:2
Located here: Ezren, Sajan, Radovan, Cogsnap, Angban,
Notes: Thunderstorm displayed
Story Bane Monster 1
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
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.
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.
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.
Story Bane Monster 2
Traits
Human
Cleric
Check
Combat
16
Powers
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
After acting, suffer the scourge Wounded.
Monster 2
Traits
Outsider
Check
Combat
11
Powers
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
Barrier 1
Traits
Trap
Check
Dexterity
Wisdom
Disable
Perception
8
Powers
If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage.
Oubliette
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Pits
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Cell
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
Dungeons
At This Location:
To Close or To Guard:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
MorkXII - Sajan 1017 |
Barrier 2
Traits
Obstacle
Weather
Check
None
0
Powers
Display this barrier at your location.
While displayed:
• When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Cogsnap - WilderRedbeard |
Off turn actions:
Leukodaemon BA check during Radovan's turn: Dexterity 6: 1d8 ⇒ 2 failed
Combat damage: 1d4 + 1 ⇒ (1) + 1 = 2 Discard Armored Coat and Harrower for damage. Suffer scourge Exhausted. Radovan can display a monster next to one of their devil forms.
Move to Shrine when Dungeons closes.
Ezren's Soothing Word heals BotElements and removes Exhausted.
Start of turn:The hour of Benefaction
When this is the hour: No effect.
Thunderstorm roll: 1d4 ⇒ 1
Electricity damage: 1d6 ⇒ 1 Phew! Discard Brilliance and banish Thunderstorm. Radovan can display a monster next to a devil form.
Remain at Shrine.
Explore:
Traits
Human
Cultist
Veteran
Check
Combat
10+##
OR
Diplomacy
8+#
Powers
If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards.
Combat 10+##=14: 1d10 + 4 + 2d6 + 1d8 ⇒ (3) + 4 + (1, 4) + (7) = 19 defeated
Recharge Deathgrip to draw a new Liquid/Alchemical Item from the box: Balmberry (Item 0)
Attempt location close, Radovan discards BotAncients (or recharges? Hour is 0). Location adds 2 to Divine checks.
Divine 5+#=7: 2d4 + 2 ⇒ (4, 3) + 2 = 9 success
Location not closed. All cards banished except Villain.
End turn and attempt recovery:
Noxious Bomb - Craft 7: 1d10 + 4 + 1d8 ⇒ (6) + 4 + (1) = 11 recharged
Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached:
ambient sound of clinking bottles
"Sshhh! Sshh! One of you better quit that clinking racket! There's the vile wretch there! ...Wait, that clinking noise is me?"
Hand: Tangleburn Bag, Elixir of Love, Burglar's Bracers, Blast Stone, Elixir of Healing, Clockwork Servant, Balmberry (acquired),
Displayed:
Deck: 5 Discard: 7 Buried: 4
Current Location: Shrine
Hero Points (Available): 1
NOTES:
Available Support: Blast Stone and Elixir of Healing available.
Other: Dice Re-Roll Used for 2C?: N
Middle of Deck (Unknown Order): Gentleman Explorer, Elixir of Love (acquired), Blessing of the Elements 2, Acid Flask
Recharged: Deathgrip (acquired),
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:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. □ During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 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
Forgot the Con/Fort 5 AA check for the Cultist.
Constitution 5: 1d6 + 1d4 ⇒ (3) + (3) = 6 not plagued
Radovan - Katlyn99 |
OFF-TURN ACTIONS: Sajans turn - display Attic Whisperer (1) next to Quang. Cogsnaps turn - display Harpy (2) next to Norge and Skeleton (0) next to Norge. Recharge BotAncients
Hourglass Discard: Zon-kuthon’s Pain
WHEN THIS IS THE HOUR: After discarding any number of cards as damage, draw a card.
Explore: Lady Andaisin
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top 1d4+1 cards of your deck.
Reveal belt, bury Spectre (2)
Fortitude 9: 1d8 + 2 + 1 + 1d6 + 2 ⇒ (4) + 2 + 1 + (3) + 2 = 12
Reveal belt, banish Harpy (2), reveal humanbane rapier
Combat 16: 1d8 + 3 + 1d4 + 1 + 1 + 1d8 + 2 + 1d6 + 1 + 1d8 ⇒ (2) + 3 + (2) + 1 + 1 + (8) + 2 + (2) + 1 + (8) = 30
Lady Andaisin defeated. Radovan is wounded.
Discard Rodrick to explore.
1 Daughter of Urgathoa, 2 proxy b: 1d2 ⇒ 1
Explore: Daughter of Urgathoa
Reveal belt, bury Attic Whisperer (1)
Fortitude 9: 1d8 + 2 + 1 + 1d6 + 1 ⇒ (5) + 2 + 1 + (6) + 1 = 15
Reveal belt, banish Spider Swarm (1), reload humanbane rapier, recharge Gorum's Iron
Combat 18: 1d8 + 3 + 1d4 + 1 + 1 + 1d8 + 1 + 1d6 + 1 + 1d4 + 1d8 ⇒ (7) + 3 + (1) + 1 + 1 + (2) + 1 + (5) + 1 + (2) + (2) = 26
Daughter of Urgathoa defeated. We win!
MorkXII - Sajan 1017 |
DEVELOPMENT:
As you carefully burn the vats of blood veil, you piece most of the plot together. With the combined efforts of Doctor Davaulus, the necromancer Rolth Lamm, and the vampire Ramoska Arkminos, the blood veil was set loose, sowing discord and terror among the hapless citizens of Korvosa. It doesn’t take much effort to imagine who might benefit from such chaos.
For now, you relish a smaller victory, one that makes you heroes in the eyes of all. In rescuing the musician Ruan from the vampire, you learned that some Varisians displayed immunity to the blood veil. This allows the Grand Cathedral of Pharasma to develop a cure for the plague. As soon as a subject is immunized, they spread the cure merely by contacting the infected. Within a week, the plague is destroyed forever.
Many have died. The city is in no condition for more strife. Queen Ileosa commends your work from a distance. It’s best you don’t meet her face to face.
For now.
SCENARIO REWARD:
Ally 3
Traits
Loot
Human
Bard
Check
Charisma
Diplomacy
12
Powers
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.
ADVENTURE REWARD:
ACQUIRED CARDS:
Weapon 0 Sling
Spell 2 Deathgrip
Spell 2 Disable Mechanism
Spell 1 Knock
Spell 2 Twisted Space
Armor 0 Armored Coat
Armor 0 Hide Armor
Item 0 Balmberry
Item 0 Elixir Of Love
Item 0 Noxious Bomb
Ally 0 Harrower
Blessing 0 Orison
Blessing 0 Sands Of The Hour
Blessing 1 The Juggler
MorkXII - Sajan 1017 |
Adventure 3—Escape from Old Korvosa
UPGRADE THE VAULT:
DURING THIS ADVENTURE:
Curse 3A: Red Mantis and Orange Flames
As saviors of Korvosa, you would think you could enjoy some comfort after ending the horrors of the plague. Whatever the opposite of comfort is, that’s your new lot in life.
Queen Ileosa, Korvosa’s recently ascended monarch, is none too happy with the state of the soldiery. She has crippled the Korvosan Guard, in which you were enrolled of late. She has disbanded Sable Company, the hippogriff-riding marines that defended the city from assault. The Hellknights of the Nail have fled the city rather than face the wrath of the queen. Only the queen’s newest force, the armor-clad women who make up the Gray Maidens, have been given free rein to secure the city.
As Ileosa announced these draconian changes, Sable Company commandant Marcus Thalassinus Endrin rebelled in front of the crowd. Commanded to surrender his badge, he instead shot the queen with an arrow, striking her in the head. But instead of becoming an assassin, Endrin became the victim. Despite her grievous injury, Ileosa seized him by the throat and rammed his own arrow into his gullet. Tossing aside the wounded commandant, Ileosa declared martial law and locked herself inside her castle, safe from the madding crowd.
Your commander, Field Marshal Cressida Kroft, urges you to seek shelter. Fortunately, an obvious place recommended itself: swordsman Vencarlo Orisini has a school in the heart of the city. Old Korvosa has been under quarantine since the onset of the plague, its wooden bridges burned and its only stone bridge guarded by the Gray Maidens. The Maidens’ assignment is to keep Old Korvosa’s inhabitants in; if anyone tries to get out, they shoot the offender on the spot.
But for those on the outside wanting in, that is none of the Maidens’ concern. If you want to imprison yourself amid the rest of the trapped rabble, they’re all too happy to let you. Just don’t try to escape, they warn you.
You accept their terms and head toward Vencarlo’s fencing academy. It will be good to have a place where the Gray Maidens can’t find you. The school will be your haven.
If only it weren’t on fire.
LOCATIONS:
1-Base
1-Bank of Abadar
1-Library
1-Manor
2-Office
3-Storehouse
4-Blood Pool
5-Tenement
6-Rooftops
STORY BANES:
DURING THIS SCENARIO:
MorkXII - Sajan 1017 |
During This Adventure: Adventure 1: Edge of Anarchy
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 3A: Red Mantis and Orange Flames
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 2
Traits
Ooze
Mental
Check
Combat
12
Powers
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
Monster 2
Traits
Human
Ranger
Veteran
Check
Combat
10+##
OR
Wisdom
5+#
Powers
Before acting, a random local character suffers 1d4 Ranged Combat damage.
If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
Monster 1
Traits
Undead
Shadow
Incorporeal
Check
Combat
13
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, you must first choose blessings.
Monster 2
Traits
Animal
Check
Combat
12
Powers
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
Monster 1
Traits
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
Trigger
Check
None
0
Powers
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Barrier 1
Traits
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 0
Traits
Curse
Magic
Veteran
Trigger
Check
Arcane
Divine
6+#
OR
Knowledge
Stealth
8+#
Powers
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
Barrier 3
Traits
Trigger
Trap
Construct
Check
Wisdom
Disable
Perception
Stealth
13
Powers
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Barrier 1
Traits
Task
Check
Charisma
Diplomacy
6
Powers
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Weapon 3
Traits
Chain
Ranged
Bludgeoning
Acid
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers.
Weapon 1
Traits
Hammer
Melee
Bludgeoning
2-handed
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
Traits
Polearm
Melee
Slashing
2-handed
Electricity
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
10
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Loot
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Display. While displayed:
• For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
• On another local character’s combat check, add 1d4 and the Magic trait.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Divine
Attack
Fire
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
7
Powers
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
Spell 3
Traits
Magic
Divine
Check
Wisdom
Divine
11
Powers
Display. While displayed:
• On local checks, add 1d6.
• At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
Spell 0
Traits
Magic
Divine
Veteran
Check
Wisdom
Divine
6
Powers
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Freely display. While displayed:
• On combat checks to defeat monsters, add 1d6 and the Poison trait.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Acrobatics
Fortitude
10
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local combat check, freely discard to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 3
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Armor 3
Traits
Heavy Armor
Magic
Loot
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer any damage, you may recharge to reduce it by 1.
• When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Item 2
Traits
Instrument
Magic
Check
Constitution
Fortitude
7
Powers
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
Item 1
Traits
Object
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Item 3
Traits
Object
Magic
Check
Wisdom
Survival
10
Powers
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Item 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Display. While displayed:
• Remove your scourge Frightened.
• You may banish to ignore a monster’s before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.
Ally 2
Traits
Animal
Mount
Loot
Check
Wisdom
Charisma
Survival
14
Powers
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Disable
6
Powers
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
Ally 2
Traits
Human
Fighter
Check
Strength
Melee
10
THEN
Charisma
Diplomacy
9
Powers
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Ally 1
Traits
Dwarf
Hireling
Check
Charisma
Diplomacy
6
OR
Craft
4
Powers
On a local check against a weapon or an armor, recharge to add 1d8.
Discard to explore. This exploration, on your Craft and Disable checks, add 1d4.
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
Knowledge
9
Powers
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Blessing 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 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: Crowns
Harrow
Veteran
Check
Charisma
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, bury it.
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Blessing 1
Traits
Deity: 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
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
At the start of your check, the difficulty is increased by the number of allies in your hand.
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
Turn: 1 Angban/eddiephlash
Top of Blessing Discard Pile: The Brass Dwarf - When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
The first time you discard cards as damage this turn, recharge 1 of them instead.
On any Constitution check, discard to bless twice.
Discard to explore.
Blessings Remaining: 29
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
Divine
Check
Diplomacy
Divine
5
Powers
WHEN THIS IS THE HOUR
No effect.
On another character’s check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: Keys
Harrow
Veteran
Check
Dexterity
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 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: 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: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, the difficulty is increased by 3.
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 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.
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 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 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessing 1
Traits
Deity: 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: 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: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 0
Traits
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
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessing 1
Traits
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: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 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 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: Sarenrae
Divine
Check
Wisdom
Divine
8
Powers
WHEN THIS IS THE HOUR
Characters cannot suffer scourges.
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you move during your move step, bury a card.
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Blessing 1
Traits
Deity: 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
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessing 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 2
Traits
Deity: Zon-kuthon
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
After discarding any number of cards as damage, draw a card.
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Blessing 3
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
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.
Bank Of Abadar
Traits: Sacred, Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M:0 Ba:2 W:0 Sp:2 Ar:0 I:3 Al:1 Bl:1 ?:1
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
7
Powers
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
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.
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.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
Display at your location. While displayed:
• When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Ally 3
Traits
Loot
Human
Aristocrat
Check
Charisma
Diplomacy
7
OR
Banish A Weapon
0
Powers
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Barrier 2
Traits
Obstacle
Task
Check
Intelligence
Diplomacy
Disable
Stealth
8
Powers
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Item 1
Traits
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Recharge to examine the top 3 cards of any character’s deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Item 3
Traits
Accessory
Magic
Check
Charisma
Diplomacy
9
Powers
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character’s traits until the end of the turn, then banish that character.
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Item 3
Traits
Wand
Magic
Arcane
Check
Intelligence
Arcane
10
Powers
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
Library
Traits: Urban
At This Location: On your check against a spell or a Book boon, add 1d6.
When Closing: Succeed at an Intelligence or Knowledge 5+# check.
When Permanently Closed: You may heal a discarded or buried Book card.
M:1 Ba:2 W:0 Sp:3 Ar:0 I:2 Al:0 Bl:1 ?:1
Item 2
Traits
Instrument
Magic
Check
Constitution
Charisma
8
Powers
At the end of a local character’s move step, display at your location.
While displayed:
• At the end of each turn, local characters may move, and distant characters may move here.
• At the start of your turn, discard this card; if proficient, recharge it instead.
Blessing 1
Traits
Suit: 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.
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Monster 3
Traits
Fey
Check
Combat
14
Powers
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
Barrier 2
Traits
Lock
Magic
Trigger
Check
Arcane
Divine
Perception
9
Powers
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
6
Powers
Banish to examine your location until you find a boon. Encounter it, then shuffle your location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
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.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Banish to draw a new blessing.
DURING RECOVERY
If proficient, you may bury this card.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
Check
Intelligence
Wisdom
Arcane
Divine
11
Powers
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Manor
Traits: Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M:0 Ba:2 W:0 Sp:2 Ar:1 I:2 Al:2 Bl:0 ?:1
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Spell 1
Traits
Magic
Arcane
Divine
Attack
Healing
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9
Powers
For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead.
Armor 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Item 2
Traits
Liquid
Paint
Check
Melee
Divine
5
Powers
Display. While displayed:
• On your checks against Undead banes, add 1d8.
• When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
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.
Item 3
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
12
Powers
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Barrier 1
Traits
Trap
Acid
Magic
Check
Dexterity
Acrobatics
Disable
Perception
4
Powers
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Ally 2
Traits
Construct
Magic
Check
Intelligence
Arcane
Craft
8
OR
Charisma
Diplomacy
10
Powers
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
Office
Traits: Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M:0 Ba:3 W:1 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:1
Barrier 3
Traits
Trap
Magic
Check
Dexterity
Acrobatics
Perception
11
OR
Disable
9
Powers
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Weapon 2
Traits
Spear
Melee
Piercing
Cold
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Item 3
Traits
Tool
Magic
Gambling
Check
Intelligence
Craft
Disable
10
Powers
Recharge to examine the bottom 3 cards of any character’s deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Ally 2
Traits
Lycanthrope
Hireling
Check
Wisdom
Survival
8
OR
Charisma
Diplomacy
10
Powers
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
Barrier 2
Traits
Lock
Obstacle
Task
Check
Dexterity
Diplomacy
Disable
Stealth
9
Powers
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
Ally 1
Traits
Trigger
Human
Aristocrat
Check
Charisma
Diplomacy
8
OR
Knowledge
5
Powers
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Item 3
Traits
Object
Magic
Harrow
Check
Wisdom
Arcane
Divine
Perception
8
Powers
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
Barrier 1
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
7
Powers
On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
If it is a check to acquire and the character acquires the card, they may give it to a local character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Storehouse
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Item 1
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8.
Item 1
Traits
Clothing
Magic
Check
Dexterity
Acrobatics
5
Powers
Recharge to move. You may not use this power during an encounter.
When you encounter an Obstacle or Trap barrier, recharge to evade it.
Monster 1
Traits
Aberration
Check
Combat
10
Powers
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Weapon 1
Traits
Staff
Melee
Bludgeoning
2-handed
Magic
Check
Strength
Melee
8
OR
Acrobatics
6
Powers
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Monster 2
Traits
Fey
Swarm
Check
Combat
13
OR
Dexterity
Acrobatics
10
Powers
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
11
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
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.
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
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
Ally 3
Traits
Animal
Check
Wisdom
Survival
12
Powers
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
Weapon 2
Traits
Bow
Ranged
Piercing
2-handed
Cold
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Item P2
Traits
Liquid
Alchemical
Check
Constitution
Divine
Fortitude
7
Powers
Banish or shuffle into another character’s deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Item 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character’s Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.
Monster 3
Traits
Aberration
Manticore
Check
Combat
15
Powers
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Tenement
Traits: Urban
At This Location: On your check to acquire an ally, you may bury a boon to add 1d8.
When Closing: Bury a boon.
When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon.
M:1 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:1 ?:1
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
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.
Item 2
Traits
Object
Alchemical
Attack
Fire
Check
Intelligence
Craft
10
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
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.
Ally 3
Traits
Vermin
Check
Wisdom
Survival
10
OR
Craft
11
Powers
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
Monster 2
Traits
Undead
Ghoul
Check
Combat
12
Powers
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
Weapon 3
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Barrier 1
Traits
Obstacle
Check
Strength
Survival
6
OR
Constitution
Fortitude
8
Powers
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Armor 2
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Fortitude
6
Powers
When a local character suffers damage, recharge to reduce it by 3.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 0
Traits
Human
Soldier
Check
Powers
Display. While displayed:
• You may bury to draw a new weapon or armor.
• □ You may bury to draw a new Attack spell or Healing spell.
It breaks my heart to see Korvosa tear itself apart.
Heroes of your caliber are exactly what we need now.
Supporter 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
Shaman
Respect
Check
Powers
Display. While displayed:
• You may bury to heal a character 1d4+1 cards.
• □ You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset.
Supporter 2
Traits
Human
Cleric
Check
Powers
Display. While displayed:
• You may bury to heal each local character a card.
• You may bury to remove a scourge from each local character.
• □ You may bury to draw a new blessing.
Supporter 2
Traits
Human
Cleric
Check
Powers
Display. While displayed:
• On all checks against Undead banes, add 1d4.
• □ You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them.
Supporter 1
Traits
Human
Expert
Check
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6.
• □ On any combat check, you may bury to reroll.
Supporter 1
Traits
Human
Aristocrat
Check
Powers
Display. While displayed:
• On any check to acquire, you may bury to add 1d6.
• □ You may bury to draw 2 new items, then banish 1 of them.
MorkXII - Sajan 1017 |
Start at Storehouse for +1 card.
Discard new harrow: The Betrayal
Skills and Powers:Hand: Keen Rapier, Bat, Cook, Orison, Prayer, Prayer, The RakshasaSkills STRENGTH d8
Melee +1
DEXTERITY d8 +2
Acrobatics +2
CONSTITUTION d6
Fortitude +2
INTELLIGENCE d6
WISDOM d8
Perception +1
CHARISMA d6Powers
HAND SIZE 5 ☐ 6
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.WEAPON 2 ☐ 3
SPELL 0 ☐ 1 ☐ 2
ITEM 3 ☐ 4 ☐ 5
ALLY 3 [X2] 4 ☐ 5
BLESSING 7 [X1] 8 ☐ 9 ☐ 10
Displayed: 0
Deck: 10 Discard: 1 Buried: 1
Hero Points: 2 Shirt Reroll Available (CCT-3A): Yes
Notes:
Keen Rapier:Keen Rapier
Weapon 1Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
MagicChecks
Strength
Acrobatics
Melee
9Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.Bat:Bat
Ally 0Traits
AnimalChecks
Wisdom
Perception
Survival
4Powers
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.Cook:Cook
Ally 2Traits
Human
HirelingChecks
Charisma
Diplomacy
6Powers
At the start of your turn, display this card. While displayed, add 1d4 to any Constitution or Fortitude check by a character at your location. At the end of your turn, recharge this card.
Discard this card to explore your location.Orison:Orison
Blessing 0Traits
DivineChecks
Wisdom
Divine
2Powers
WHEN THIS IS THE HOUR
No effect.On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.Prayer:Prayer
Blessing 0Traits
DivineChecks
Wisdom
Divine
3Powers
WHEN THIS IS THE HOUR
No effect.On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.Prayer:Prayer
Blessing 0Traits
DivineChecks
Wisdom
Divine
3Powers
WHEN THIS IS THE HOUR
No effect.On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.The Rakshasa:The Rakshasa
Blessing 1Traits
Suit: Books
Harrow
VeteranChecks
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.
Cogsnap - WilderRedbeard |
Stone Skin swapped in for Brilliance.
Start at Storehouse for hand size increase, then Cogsnap will move to Library.
Hand: Galvanic Chakram +1, Stone Skin, Elixir of Love, Blast Stone, Acid Flask, Clockwork Servant, Gentleman Explorer, The Snakebite, The Vision (Harrow),
Displayed:
Deck: 9 Discard: 0 Buried: 0
Current Location: Storehouse
Hero Points (Available): 2
NOTES:
Available Support: Blessings available. Stone Skin, Blast Stone & Acid Flask all available for use. Clockwork Servant recharges to add 1d6 to a local Int/Craft check.
Movement: Move me to Library or Bank of Abadar when my location closes.
Other: Dice Re-Roll Used for 3A?: N
Middle of Deck (Unknown Order): Blessing of the Elements 2, Tinker, Blessing of the Elements 1, Embalming Fluid, Armored Coat, Heavy Crossbow, Burglar's Bracers, Elixir of Healing, Tangleburn Bag
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:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. □ During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 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
Ezren the Explorer |
Trading out Quarterstaff for loot card Soothing Word. Starting at Storehouse.
Hand: Spellbook (Core), False Life, Soothing Word 2, Gem of Mental Acuity (Core), Force Missile (Core), Lightning Bolt, Harrowstrike, Leech, The Inquisitor,
Displayed:
Deck: 9 Discard: 0 Buried: 0
"Current Location: Storehouse
Hero Points: 5"
"NOTES:
Available Support: Folio reroll:
Blessings are available for use.Force Missile (Core): On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
The Inquisitor: On any check, discard to bless and ignore immunities and resistances.
Movement: Move me to Shrine if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Cat (Core), Mist Horn (Core), Enhance, Codex (Core), Fiery Glare (Core), Fly (Core), Bound Imp (Core), Frost Ray (Core), Locate Object (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane Intelligence +2
Craft Intelligence +1
Knowledge Intelligence +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.
Placing random blessing #5 The Liar into my discard pile.
Angban |
Always start at Storehouse when given a chance. Take Ausio Carowyn as loot, this time replacing Surgeon, as Master Gunner will help me keep weapons, and don't want to be caught flat-footed again.
Hand: Shock Musket +1, Master Gunner, Blessing of Alkenstar, Benevolent Buckler, Dragon Pistol, Hand Cannon, The Foreign Trader,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: Storehouse
Hero Points: 3
Shirt Reroll: Available
NOTES:
Middle of Deck (Unknown Order): Hide Armor, Poisoned Bullets, Ausio Carowyn, Pistol +1, Blessing of Achaekek, Blessing of Calistria, Gorum's Iron, Tower Shield, Alchemical Cartridges, Dragon Pistol +1, Powder Horn
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Ranged: Dexterity + 3
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +3
Intelligence d6 ☐ +1 ☐ +2
Craft: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1 ☐ +2
Traits: Dwarf, Gunslinger
Favored Card: Armor or Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armors, Weapons
POWERS:
When you play an armor to reduce damage dealt to you, reduce it by an additional 1 (☐ 3).
At the end of your turn, you may recharge a buried weapon that has the Firearm trait (☐ or a buried armor).
☑ Gain the skill Craft: Intelligence +3.
Angban |
Start turn, hour is The Brass Dwarf. Explore Storehouse card 1: Boots Of Friendly Terrain.
Dex 8: 1d8 + 2 ⇒ (6) + 2 = 8 Acquired!
Discard Master Gunner to explore card 2: Bastion Boots.
Dex 5: 1d8 + 2 ⇒ (6) + 2 = 8 Acquired!
"WHO left all these BOOTS?! I don't understand them, myself. Alls I need to get around is my trusty Tower shield, and hard worn Dwarven feet!"
Discard Foreign Trader (harrow) to explore. First recharge Hand cannon, Boots of Friendly Terrain, and Benevolent Buckler, then draw 3: Pistol +1, Dragon Pistol +1, and Alchemical Cartridges. Explore card 3: Strangler.
Dex 8: 1d8 + 2 ⇒ (5) + 2 = 7
Oh no, can't play spells, whatever will I do? BANG!
For Combat, reveal and bury Pistol +1.
Combat 10: 1d8 + 5 + 1d6 + 1 + 1d10 ⇒ (7) + 5 + (1) + 1 + (9) = 23 Strangle this!
Display Alchemical Cartridges. End turn.
Random location: 1d7 ⇒ 3: Manor
Number of cards: 1d4 ⇒ 4: Red Mantis Assassin, Life Drain, Covering Heavy Shield, White War Paint
Summon danger: Inferno. Recharge Bastion Boots to Evade. Banish the 3 examined boons, and recharge RMA into Manor.
Continue End of turn. Recharge Pistol +1. Reset hand, drawing 1 per extra hand size.
Hand: Shock Musket +1, Blessing of Alkenstar, Dragon Pistol, Dragon Pistol +1, Gorum's Iron, Ausio Carowyn,
Displayed: Alchemical Cartridges,
Deck: 11 Discard: 2 Buried: 0
Current Location: Storehouse
Hero Points: 3
Shirt Reroll: Available
NOTES:
Available Support: Ausio adds 2d12 to a local acquire - Please use to pick up lvl 3 stuff! Alkenstar adds any die up to a d12 on a check - recharging or reloading on accuracy. Gorum's Iron recharges to bless non-Attack combat. Dragon Pisols each add d6 to a local combat - Please use any/all!
Movement: Office/Blood Pool/Tenement are all fine for me.
Other: Bang bang, use my guns for combat support if needed.
Middle of Deck (Unknown Order): Powder Horn, Poisoned Bullets, Hide Armor, Blessing of Calistria, Blessing of Achaekek, Tower Shield
Recharged: Hand Cannon, Boots Of Friendly Terrain, Benevolent Buckler, Bastion Boots, Pistol +1,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Ranged: Dexterity + 3
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +3
Intelligence d6 ☐ +1 ☐ +2
Craft: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1 ☐ +2
Traits: Dwarf, Gunslinger
Favored Card: Armor or Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armors, Weapons
POWERS:
When you play an armor to reduce damage dealt to you, reduce it by an additional 1 (☐ 3).
At the end of your turn, you may recharge a buried weapon that has the Firearm trait (☐ or a buried armor).
☑ Gain the skill Craft: Intelligence +3.
Ezren the Explorer |
Benefaction: No effect.
Examine the top card of my deck: Fly (Core). Draw it.
Move to Base.
Draw 1. Cressida Kroft, 2. Trinia Sabor, 3. Thousand Bones. Keep and display Cressida Kroft and draw a card: Enhance. Bury Cressida Kroft to draw an attack spell. Random spell #1 Wall Of Light.
Discard The Inquisitor to explore. Recharge Soothing Word 2, Force Missile (Core), and Wall Of Light. Draw 3 cards: Frost Ray (Core), Codex (Core), and Mist Horn (Core).
Draw 2. Trinia Sabor, 3. Thousand Bones, 4. Ishani Dhatri. Keep and display Ishani Dhatri. Draw a card: Cat (Core). Bury Ishani Dhatri to draw random blessing #1 The First.
Discard Cat to explore. Draw 2. Trinia Sabor, 3. Thousand Bones, 5. Keppira D’bear. Keep and display Keppira D’bear. Draw a card: Fiery Glare (Core).
Leech targeting self: 1d4 - 1 ⇒ (1) - 1 = 0
Recharge The First to explore. Draw 2. Trinia Sabor, 3. Thousand Bones, 6. Vencarlo Orisini. Keep and display Thousand Bones and heal for 1.
Cast Fly examining the top card of Bank Of Abadar (Bloodscent) and Blood Pool (Incitation). Move to Library.
Recharge Frost Ray (Core) to examine Library card 1 Drums Of Haste. Recharge Mist Horn (Core) to encounter it.
Item 2
Traits
Instrument
Magic
Check
Constitution
Charisma
8
Powers
At the end of a local character’s move step, display at your location.
While displayed:
• At the end of each turn, local characters may move, and distant characters may move here.
• At the start of your turn, discard this card; if proficient, recharge it instead.
charisma 8 recharging Gem of Mental Acuity (Core), recharging Harrowstrike to add 1d4, revealing Codex: 1d12 + 1d4 + 1 ⇒ (5) + (4) + 1 = 10
Recharge False Life to examine Library card 2 The Rabbit Prince. Recharge Drums Of Haste to encounter it.
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.
dexterity 4 +3 displaying Enhance for Dexterity, revealing Codex: 1d6 + 5 ⇒ (4) + 5 = 9
Discard The Rabbit Prince to explore.
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
wisdom 4 +3 BYA: 1d8 ⇒ 1
difficulty increase: 1d6 ⇒ 3
Cogsnap recharges The Snakebite.
combat 10 +3 +3 +4 +3 casting Lightning Bolt, blessed by The Snakebite, recharging Codex (Core) to add 1d4: 2d12 + 3d6 + 1d4 + 4 ⇒ (5, 4) + (5, 1, 5) + (1) + 4 = 25
knowledge 5 +3 to close aided by Suit: 1d12 + 1d4 + 4 ⇒ (2) + (3) + 4 = 9
No books to heal. Move to Bank of Abadar on close.
EOT random location: 1d6 ⇒ 3 Office
# of cards examined: 1d4 ⇒ 2
Examine Office cards 1 Stinging Wasps and 2 Frost Longspear. Frost Longspear banished, Stinging Wasps recharged. End turn. Enhance moves to recovery.
Ezren ends their turn.
Ezren attempts to recover all cards in their Recovery pile.
Fly (Core): Arcane 10: 1d12 + 2d4 + 4 ⇒ (7) + (3, 4) + 4 = 18 -> Fly (Core) recharged.
Lightning Bolt: Arcane 10: 1d12 + 2d4 + 4 ⇒ (8) + (1, 3) + 4 = 16 -> Lightning Bolt recharged.
Enhance: Arcane 7: 1d12 + 2d4 + 4 ⇒ (5) + (2, 4) + 4 = 15 -> Enhance recharged .
Ezren resets their hand.
Hand: Fiery Glare (Core), Spellbook (Core), Soothing Word 2, Locate Object (Core), Wall Of Light, The Liar, Force Missile (Core),
Displayed: Keppira D’bear, Thousand Bones,
Deck: 13 Discard: 3 Buried: 0
"Current Location: Bank Of Abadar
Hero Points: 5"
"NOTES:
Available Support: Folio reroll:
Blessings are available for use.Keppira D’bear: • On all checks against Undead banes, add 1d4.
Force Missile (Core): On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
Wall of Light: Display until end of turn On another local character's combat check, add 1d4 and the Magic trait.
The Liar: 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.
Movement: Move me to Shrine if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Bound Imp (Core), The First, Leech
Recharged: Frost Ray (Core), Mist Horn (Core), Gem of Mental Acuity (Core), Harrowstrike, False Life, Drums Of Haste, Codex (Core), Fly (Core), Lightning Bolt, Enhance,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane Intelligence +2
Craft Intelligence +1
Knowledge Intelligence +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.
Base cards 1, 3, 4, and 5 acquired.
Library cards 1 and 2 acquired. Library closed.
Random Spell #1 Wall Of Light and random Blessing #1 The First acquired.
Bank Of Abadar card 1 examined (Bloodscent), Blood Pool card 1 examined (Incitation). Card 1 of Office banished. Card 2 of Office examined and recharged.
Ezren is at Bank of Abadar.
Cogsnap recharges The Snakebite.
MorkXII - Sajan 1017 |
WHEN THIS IS THE HOUR: No effect.
Move to Tenement.
Explore: Red Mantis Assassin
Recharge Orison
BA Perception 4+#=7: 1d8 + 1 + 1d8 ⇒ (3) + 1 + (6) = 10
Reload Keen Rapier, recharge Prayer to bless
Combat 10+##=16: 1d8 + 4 + 1d6 + 1 + 1d4 + 1d8 ⇒ (8) + 4 + (4) + 1 + (2) + (1) = 20 Defeated.
Bury Cook to close.
Move to Storehouse.
Examine 1d4 ⇒ 3 cards from 1d5 ⇒ 1 Bank of Abadar:
Bloodscent
Abadar’s Law
Foes On All Sides.
Boons banished, barriers on the bottom.
Draw up to 6.
Skills and Powers:Hand: Keen Rapier, Rapier, Bat, Mouse, Prayer, The RakshasaSkills STRENGTH d8
Melee +1
DEXTERITY d8 +2
Acrobatics +2
CONSTITUTION d6
Fortitude +2
INTELLIGENCE d6
WISDOM d8
Perception +1
CHARISMA d6Powers
HAND SIZE 5 ☐ 6
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.WEAPON 2 ☐ 3
SPELL 0 ☐ 1 ☐ 2
ITEM 3 ☐ 4 ☐ 5
ALLY 3 [X2] 4 ☐ 5
BLESSING 7 [X1] 8 ☐ 9 ☐ 10
Displayed: 0
Deck: 10 Discard: 1 Buried: 2
Hero Points: 2 Shirt Reroll Available (CCT-3A): Yes
Notes:
Keen Rapier:Keen Rapier
Weapon 1Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
MagicChecks
Strength
Acrobatics
Melee
9Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.Rapier:Rapier
Weapon 0Traits
Sword
Melee
Piercing
Finesse
SwashbucklingChecks
Strength
Acrobatics
Melee
5Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4.Bat:Bat
Ally 0Traits
AnimalChecks
Wisdom
Perception
Survival
4Powers
On a local Ranged or Survival check, recharge to add 1d4.
Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4.Mouse:Mouse
Ally 0Traits
AnimalPowers
On a local Dexterity or Stealth check, recharge to add 1d4.
Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead.Prayer:Prayer
Blessing 0Traits
DivineChecks
Wisdom
Divine
3Powers
WHEN THIS IS THE HOUR
No effect.On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.The Rakshasa:The Rakshasa
Blessing 1Traits
Suit: Books
Harrow
VeteranChecks
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.
MorkXII - Sajan 1017 |
During This Adventure: Adventure 1: Edge of Anarchy
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 3A: Red Mantis and Orange Flames
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 3
Traits
Aberration
Aquatic
Check
Combat
19
Powers
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
Monster 1
Traits
Fey
Check
Knowledge
Perception
4
THEN
Combat
10
Powers
If undefeated, shuffle this monster into a random other location, then move to that location and end your turn.
Monster 1
Traits
Vermin
Swarm
Check
Combat
10
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Monster 1
Traits
Halfling
Wizard
Veteran
Check
Combat
10+##
OR
Intelligence
Arcane
7+#
Powers
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Monster 3
Traits
Fey
Check
Combat
14
Powers
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
Barrier 2
Traits
Lock
Magic
Trigger
Check
Arcane
Divine
Perception
9
Powers
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Barrier 2
Traits
Task
Check
Constitution
Fortitude
10
OR
Charisma
Diplomacy
12
Powers
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
Barrier 2
Traits
Obstacle
Weather
Check
None
0
Powers
Display this barrier at your location.
While displayed:
• When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Barrier 3
Traits
Cache
Lock
Trap
Magic
Check
Disable
8
OR
Fortitude
10
Powers
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier’s location with the scourge Poisoned and banish this barrier.
Barrier 1
Traits
Obstacle
Plant
Trigger
Check
Wisdom
Perception
8
OR
Stealth
Survival
6
Powers
When examined, encounter this barrier.
If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.
Weapon 3
Traits
Knife
Melee
Slashing
Electricity
Finesse
Magic
Check
Strength
Acrobatics
Melee
12
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Weapon 1
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Acrobatics
Melee
9
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Weapon 3
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
11
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Weapon 1
Traits
Bow
Ranged
Piercing
2-handed
Magic
Check
Dexterity
Ranged
Stealth
11
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
11
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Spell 2
Traits
Magic
Divine
Animal
Check
Wisdom
Divine
7
Powers
Display. While displayed:
• On your Dexterity and Charisma checks, add 1d6.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Divine
Attack
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Attack
Undead
Check
Intelligence
Arcane
9
Powers
For your combat check, banish to use Arcane + 2d6, then you may heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
Display. While displayed:
• When you suffer damage, roll 1d4.
On any result other than 1, reduce the damage to 0.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Spell 1
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Banish to remove the scourge Plagued from any number of local characters.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
Armor 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
Melee
Survival
9
Powers
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 3
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Fortitude
10
Powers
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
Armor 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.
Item 2
Traits
Object
Alchemical
Attack
Fire
Check
Intelligence
Craft
10
Powers
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Item 2
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Display. While displayed:
• Remove your scourge Frightened.
• You may banish to ignore a monster’s before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 11 check to recharge this card.
Item 2
Traits
Liquid
Paint
Check
Melee
Divine
5
Powers
Display. While displayed:
• On your checks against Undead banes, add 1d8.
• When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Item 2
Traits
Accessory
Magic
Check
Intelligence
Arcane
Craft
9
Powers
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane’s before acting or after acting power, reveal to reduce it by 1.
Item 3
Traits
Object
Magic
Check
Wisdom
Survival
10
Powers
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Ally 1
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Ally 3
Traits
Human
Aristocrat
Rogue
Check
Charisma
Diplomacy
Stealth
12
Powers
On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Ally 1
Traits
Human
Rogue
Trigger
Check
Charisma
Diplomacy
Stealth
7
OR
Banish A Boon
0
Powers
When examined, encounter this card.
When you encounter this card, if you do not acquire it, bury a boon.
On a local check to acquire, recharge to add 1d4.
Discard to explore. This exploration, on your combat checks, add 1d4.
Ally 3
Traits
Human
Wizard
Check
Intelligence
Arcane
10
OR
Charisma
Diplomacy
14
Powers
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
Ally 1
Traits
Human
Cleric
Check
Charisma
Diplomacy
7
OR
Divine
5
Powers
Bury to heal a local character 1d4+1 cards.
Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4.
Blessing 1
Traits
Suit: Books
Harrow
Veteran
Check
Intelligence
Knowledge
4+#
Powers
WHEN THIS IS THE HOUR
When you fail a check, suffer the scourge Drained.
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Blessing 1
Traits
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: Shelyn
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead.
On any check, discard to bless.
On a Dexterity or Charisma check, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Turn: 4 Cogsnap/Wilderredbeard
Top of Blessing Discard Pile: The Crows - When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
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.
Blessings Remaining: 26
Blessings Deck
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: 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: Keys
Harrow
Veteran
Check
Dexterity
Disable
4+#
Powers
WHEN THIS IS THE HOUR
On your check against a barrier, the difficulty is increased by 3.
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 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.
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 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 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessing 1
Traits
Deity: 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: 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: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 0
Traits
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
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessing 1
Traits
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: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 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 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: Sarenrae
Divine
Check
Wisdom
Divine
8
Powers
WHEN THIS IS THE HOUR
Characters cannot suffer scourges.
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you move during your move step, bury a card.
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Blessing 1
Traits
Deity: 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
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessing 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 2
Traits
Deity: Zon-kuthon
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
After discarding any number of cards as damage, draw a card.
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Blessing 3
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
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.
Bank Of Abadar
Traits: Sacred, Urban
At This Location: When you acquire a boon, bury a card.
When Closing: Bury an item.
When Permanently Closed: No effect.
M:0 Ba:2 W:0 Sp:1 Ar:0 I:3 Al:1 Bl:0 ?:1
Located here: Ezren,
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
Display at your location. While displayed:
• When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Ally 3
Traits
Loot
Human
Aristocrat
Check
Charisma
Diplomacy
7
OR
Banish A Weapon
0
Powers
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Barrier 2
Traits
Obstacle
Task
Check
Intelligence
Diplomacy
Disable
Stealth
8
Powers
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Item 1
Traits
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Recharge to examine the top 3 cards of any character’s deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Item 3
Traits
Accessory
Magic
Check
Charisma
Diplomacy
9
Powers
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character’s traits until the end of the turn, then banish that character.
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Item 3
Traits
Wand
Magic
Arcane
Check
Intelligence
Arcane
10
Powers
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
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.
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
Manor
Traits: Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M:0 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Item 3
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
12
Powers
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Barrier 1
Traits
Trap
Acid
Magic
Check
Dexterity
Acrobatics
Disable
Perception
4
Powers
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Ally 2
Traits
Construct
Magic
Check
Intelligence
Arcane
Craft
8
OR
Charisma
Diplomacy
10
Powers
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Office
Traits: Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M:0 Ba:3 W:0 Sp:1 Ar:0 I:2 Al:2 Bl:0 ?:1
Item 3
Traits
Tool
Magic
Gambling
Check
Intelligence
Craft
Disable
10
Powers
Recharge to examine the bottom 3 cards of any character’s deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Ally 2
Traits
Lycanthrope
Hireling
Check
Wisdom
Survival
8
OR
Charisma
Diplomacy
10
Powers
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
Barrier 2
Traits
Lock
Obstacle
Task
Check
Dexterity
Diplomacy
Disable
Stealth
9
Powers
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
Ally 1
Traits
Trigger
Human
Aristocrat
Check
Charisma
Diplomacy
8
OR
Knowledge
5
Powers
On a local check against a barrier or an ally, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Item 3
Traits
Object
Magic
Harrow
Check
Wisdom
Arcane
Divine
Perception
8
Powers
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
Barrier 1
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
7
Powers
On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
If it is a check to acquire and the character acquires the card, they may give it to a local character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
Barrier 3
Traits
Trap
Magic
Check
Dexterity
Acrobatics
Perception
11
OR
Disable
9
Powers
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Storehouse
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:1 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
Located here: Sajan, Cogsnap, Angban
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Weapon 1
Traits
Staff
Melee
Bludgeoning
2-handed
Magic
Check
Strength
Melee
8
OR
Acrobatics
6
Powers
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Monster 2
Traits
Fey
Swarm
Check
Combat
13
OR
Dexterity
Acrobatics
10
Powers
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
11
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
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.
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
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check, discard to bless.
On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.
Discard to explore.
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
Ally 3
Traits
Animal
Check
Wisdom
Survival
12
Powers
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
Weapon 2
Traits
Bow
Ranged
Piercing
2-handed
Cold
Magic
Check
Dexterity
Ranged
13
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character’s combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Item P2
Traits
Liquid
Alchemical
Check
Constitution
Divine
Fortitude
7
Powers
Banish or shuffle into another character’s deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Item 1
Traits
Liquid
Alchemical
Check
Intelligence
Craft
7
Powers
When a local character encounters a monster, banish to let them evade it.
On a local combat check, banish to add the character’s Stealth.
DURING RECOVERY
If proficient, you may succeed at a Craft 9 check to recharge this card.
Monster 3
Traits
Aberration
Manticore
Check
Combat
15
Powers
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Tenement
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
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 1
Traits
Human
Bard
Veteran
Check
Powers
Display. While displayed:
• On any non-combat check, you may bury to add 1d4+#.
• □ You may bury to heal a character a card and/or remove a scourge from them.
Supporter 1
Traits
Human
Expert
Check
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6.
• □ On any combat check, you may bury to reroll.
Supporter 1
Traits
Human
Aristocrat
Check
Powers
Display. While displayed:
• On any check to acquire, you may bury to add 1d6.
• □ You may bury to draw 2 new items, then banish 1 of them.
Cogsnap - WilderRedbeard |
Off turn actions: Recharge The Snakebite for Ezren's check.
Start of turn: The hour of The Crows
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
Move to Bank of Abadar.
Explore:
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
4
Powers
Display at your location. While displayed:
• When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Display Elemental Treaty at Bank of Abadar.
Discard Gentleman Explorer to explore: Ausio Carowyn. That's a loot card that's already taken so will encounter a random ally:
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead.
Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6.
Diplomacy 9: 1d4 + 2d10 ⇒ (3) + (4, 2) = 9 acquired
Discard Korvosan Dandy to explore:
Traits
Obstacle
Task
Check
Intelligence
Diplomacy
Disable
Stealth
8
Powers
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Disable 8: 1d8 + 3 + 2d4 ⇒ (6) + 3 + (3, 3) = 15 defeated
Banish Clockwork Servant to recovery to explore:
Traits
Tool
Magic
Gambling
Harrow
Mental
Check
Wisdom
Perception
10
Powers
Recharge to examine the top 3 cards of any character’s deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
End turn.
Random location: 1d5 ⇒ 5 Blood Pool
Examined cards: 1d4 ⇒ 4
Incitation (Blessing 0), Orc Rager (Monster 2), Raccoon (Ally 3), Geist (Monster 2) - Blessing and Ally banished, the rest returned in order examined.
Attempt recovery:
Elixir of Love - Craft 8: 1d10 + 4 ⇒ (10) + 4 = 14 recharged
Blast Stone - Craft 6: 1d10 + 4 ⇒ (10) + 4 = 14 recharged
Clockwork Servant - Craft 8: 1d10 + 4 ⇒ (2) + 4 = 6 banished
Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached:
ambient sound of clinking bottles
"What? No! Get your hands off that! I was saving that elixir for someone else! ...ugh, you drooling bumbling moron. I guess you'll be following me around for a bit now, eh? Alright, off we go."
Hand: Galvanic Chakram +1, Heavy Crossbow, Stone Skin, Embalming Fluid, Acid Flask, Tangleburn Bag, The Vision (Harrow),
Displayed: Elemental Treaty (acq),
Deck: 9 Discard: 2 Buried: 0
Current Location: Bank of Abadar
Hero Points (Available): 2
NOTES:
Available Support: Blessing available. Stone Skin, Heavy Crossbow & Acid Flask all available for use.
Movement: Move me to Library or Bank of Abadar when my location closes.
Other: Dice Re-Roll Used for 3A?: N
Middle of Deck (Unknown Order): Blessing of the Elements 2, Blessing of the Elements 1, Burglar's Bracers, Elixir of Healing, Tinker, Armored Coat
Recharged: The Snakebite, Elixir of Love, Blast Stone,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Disable: Dexterity +3
Ranged: Dexterity +1
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☐ +3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 6 ☑ 7 ☐ 8
Proficiencies:
Weapons, Alchemical, Arcane
POWERS:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. □ During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 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
Radovan - Katlyn99 |
Starting at the storehouse.
"
Hand: The Joke, Rodrick, Rapier (Core), The Locksmith, Snakebite Dagger, Belt of Physical Prowess, The Vision, The Joke (harrow),
Displayed:
Deck: 10 Discard: 0 Buried: 0
Current Location: Storehouse
Hero Points: 3/3
Reroll used? No // Radovan has the following scourges marked:NOTES:
Available Support: Feel free to use my blessing(s).
Movement: Move me to wherever the most characters are or to where cogsnap is when my location closes.
Displayed cards next to Devil Form(s):
Devil Form Quang (OOC d6):
Devil Form Norge (IC d8):
Middle of Deck (Unknown Order): Red Leathers, Thieves' Tools (Core), Humanbane Rapier, Blessing of the Ancients, Appleslayer, Alaeron, Spider Venom, Keen Rapier, Zae, Burglar (Core)
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Disable: Dexterity +2
Stealth: Dexterity +2
Diplomacy: Charisma +2
Acrobatics: Dexterity +2 (Quang displayed)
Fortitude: Constitution +2 (Norge displayed)
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). Once per turn, when a local character suffers damage from a bane, display a new monster 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.
When you suffer (□ or a local character suffers) Fire, Poison, or Ranged Combat damage, reduce it by 1.
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)
Radovan - Katlyn99 |
Hourglass Discard: Master Of Masters
WHEN THIS IS THE HOUR: On your check, you may reroll any dice showing 1.
Move: Move to Bank of Abadar
Explore: Persona Mask
Recharge The Joke to bless
Diplomacy 9: 2d8 + 2 ⇒ (8, 1) + 2 = 11
Persona Mask (3) acquired and displayed next to Quang. Bury snakebite dagger
Discard Rodrick to explore.
Explore: Red Mantis Assassin
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
difficulty incr: 1d6 ⇒ 2
Not using Norge since it is resistant to fire. Reloading Rapier. Revealing belt. Discarding The Locksmith to bless twice
Combat 10+3+3+2: 1d8 + 3 + 1d4 + 1 + 1d8 + 1d4 + 1 + 2d8 ⇒ (2) + 3 + (4) + 1 + (3) + (1) + 1 + (2, 5) = 22
When Closing: Bury an item.
Belt of Physical Prowess buried.
Bank of Abadar closed. Moving to Storehouse.
At the end of you turn, examine the top 1d4 cards of a random location; if you examine a Red Mantis Assassin, summon and encounter the danger. Then banish any examined boons and return any other examined cards to the bottom of the location in the order examined.
random location: 1d4 ⇒ 2
Office
# of cards: 1d4 ⇒ 1
Examine: Marked Cards
Masked Cards banished.
"
Hand: Rapier (Core), The Vision, The Joke (harrow), Keen Rapier, Spider Venom, Zae, Thieves' Tools (Core),
Displayed:
Deck: 7 Discard: 2 Buried: 2
Current Location: Storehouse
Hero Points: 3/3
Reroll used? No
NOTES:
Available Support: Feel free to use my blessing(s).
Movement: Move me to wherever the most characters are or to where cogsnap is when my location closes.
Displayed cards next to Devil Form(s):
Devil Form Quang (OOC d6): Persona Mask (3)
Devil Form Norge (IC d8):
Middle of Deck (Unknown Order): Humanbane Rapier, Alaeron, Appleslayer, Red Leathers, Burglar (Core), Blessing of the Ancients
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)
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). Once per turn, when a local character suffers damage from a bane, display a new monster 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.
When you suffer (□ or a local character suffers) Fire, Poison, or Ranged Combat damage, reduce it by 1.
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)
Angban |
Start turn, hour is Torag’s Power.
"Not too many beasties to hunt around here. I'll catch up with y'all later."
Move to Blood Pool. Explore. (Cards 1 and 3 are banished, 2 and 4 are reloaded, rest are shuffled. d6 + 4 randomizes top 6 cards.)
Random explore (reroll on 3): 1d6 + 4 ⇒ (6) + 4 = 10: Knock
Craft 7: 1d6 + 1d4 ⇒ (2) + (3) = 5 Banished.
Discard Gorum's iron to explore again.
Random explore (reroll on 3): 1d5 + 4 ⇒ (1) + 4 = 5: Frost Longbow
Bury Ausio.
Ranged 13: 1d8 + 5 + 2d12 ⇒ (5) + 5 + (7, 3) = 20 Acquired!
Discard Alkenstar to explore.
Random explore (reroll on 3): 1d4 + 5 ⇒ (1) + 5 = 6: The Unveiling
Ask for a Blessing from Sajan, which recharges due to the hour
Fort 7: 2d10 + 3 ⇒ (2, 5) + 3 = 10 Acquired!
End turn. Reset hand, discarding Dragon Pistol and drawing 1.
Hand: Shock Musket +1, Dragon Pistol +1, Frost Longbow, The Unveiling, Poisoned Bullets,
Displayed: Alchemical Cartridges,
Deck: 10 Discard: 5 Buried: 1
Current Location: Blood Pool
Hero Points: 3
Shirt Reroll: Available
NOTES:
Available Support: Dragon Pisol adds d6 to a local combat, Longbow adds d8 to distant combat, Unveiling removes a scourge - Please use any/all!
Movement: Office/Blood Pool/Tenement are all fine for me.
Other: Bang bang, use my guns for combat support if needed.
Middle of Deck (Unknown Order): Blessing of Achaekek, Powder Horn, Hide Armor, Blessing of Calistria, Tower Shield
Recharged: Hand Cannon, Boots Of Friendly Terrain, Benevolent Buckler, Bastion Boots, Pistol +1,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Ranged: Dexterity + 3
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +3
Intelligence d6 ☐ +1 ☐ +2
Craft: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1 ☐ +2
Traits: Dwarf, Gunslinger
Favored Card: Armor or Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armors, Weapons
POWERS:
When you play an armor to reduce damage dealt to you, reduce it by an additional 1 (☐ 3).
At the end of your turn, you may recharge a buried weapon that has the Firearm trait (☐ or a buried armor).
☑ Gain the skill Craft: Intelligence +3.
Remaining Blood Pool cards are: 7-9 shuffled, then 2 (Orc Rager), then 4 (Geist).
Angban |
Location wasn't actually shuffled, my bad. End effect is essentially the same though.
EoT location: 1d4 ⇒ 2: Office
Examined cards: 1d4 ⇒ 4: 1 was already banished. Card 2: Eries Yelloweyes is banished. Card 3: Imprisonment is recharged into the location. 4: Gentleman Explorer is banished. 5: Red Mantis Assassin (Recharged )
Summon the Danger: Inferno. Discard Dragon Pistol for BYA fire damage.
Fort 5 + # = 8: 1d10 + 3 ⇒ (1) + 3 = 4 Shirt Reroll
Fort 5 + # = 8: 1d10 + 3 ⇒ (6) + 3 = 9 Success!
Hand resets to the above.
Ezren the Explorer |
The Demon’s Lantern: On your check against a barrier, the difficulty is increased by 3.
Examine the top card of my deck: The First.
Move to Office.
cast Locate Object (Core). Office Card 6: Fate-reader Lenses. Encounter them.
Item 3
Traits
Object
Magic
Harrow
Check
Wisdom
Arcane
Divine
Perception
8
Powers
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
arcane 8 revealing Spellbook: 1d12 + 1d4 + 4 ⇒ (9) + (2) + 4 = 15
Location is shuffled. Taking free explore.
random card from the top: 1d5 ⇒ 4
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
7
Powers
On a local Diplomacy or non-combat Charisma check, banish to add 1d10.
If it is a check to acquire and the character acquires the card, they may give it to a local character.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead.
arcane 7 revealing Spellbook: 1d12 + 1d4 + 4 ⇒ (7) + (2) + 4 = 13
Recharge Fiery Glare (Core) to examine next card.
random card from the top: 1d4 ⇒ 1
Office Card 3: Imprisonment. Recharge Force Missile (Core) to encounter it.
Barrier 2
Traits
Lock
Obstacle
Task
Check
Dexterity
Diplomacy
Disable
Stealth
9
Powers
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.
diplomacy 9 casting Fool's Gold: 1d4 + 1d10 ⇒ (3) + (10) = 13
Summon and encounter a random ally. #1 Korvosan Dandy already acquired. #2 Cerulean Mastermind is hopefully available.
Ally 3
Traits
Human
Aristocrat
Rogue
Check
Charisma
Diplomacy
Stealth
12
Powers
On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Without a dedicated healer I'll just let this be banished. Discard The Liar to explore.
random card from the top: 1d3 ⇒ 2
Barrier 1
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
arcane 8 revealing Spellbook: 1d12 + 1d4 + 4 ⇒ (4) + (1) + 4 = 9
Cast Soothing Word on myself.
Eot random open location: 1d4 ⇒ 4 Blood Pool
# of cards: 1d4 ⇒ 3
Examine cards 7. Red Mantis Assassin, 8. Smoke Bomb, 9. Manticore. Smoke Bomb is banished. Red Mantis Assassin then Manticore are recharged. Summon and encounter Inferno.
"
Story Bane Barrier 3
Traits
Obstacle
Fire
Veteran
Check
Dexterity
Constitution
Acrobatics
Fortitude
5+#
Powers
Before acting, each local character suffers 1 Fire damage.
If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.
Cogsnap displays Stoneskin next to Ezren preventing the BYA dmg. Fail to defeat. Stoneskin prevents the fire damage. Suffer Wounded.
Ezren ends their turn.
Ezren attempts to recover all cards in their Recovery pile.
Locate Object (Core): Arcane 8: 1d12 + 2d4 + 4 ⇒ (1) + (4, 2) + 4 = 11 -> Locate Object (Core) recharged.
Fool’s Gold: Arcane 9: 1d12 + 2d4 + 4 ⇒ (8) + (2, 2) + 4 = 16 -> Fool’s Gold recharged.
Soothing Word 2: Arcane 1: 1d12 + 2d4 + 4 ⇒ (12) + (3, 1) + 4 = 20 -> Soothing Word 2 recharged.
Ezren resets their hand.
Hand: Leech, Spellbook (Core), Codex (Core), Fate-reader Lenses, Wall of Light, Fiery Glare (Core), Frost Ray (Core),
Displayed: Keppira D’bear, Thousand Bones,
Deck: 15 Discard: 3 Buried: 0
"Current Location: Office
Hero Points: 5 // Ezren has the following scourges marked:Wounded:"While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
"NOTES:
Available Support: Folio reroll:
Blessings are available for use.Keppira D’bear: • On all checks against Undead banes, add 1d4.
Fate-reader Lenses: On any Perception check, reveal to add 1d10.
Wall of Light: Display until end of turn On another local character's combat check, add 1d4 and the Magic trait.
Codex (Core): On a local check to acquire, discard to add your Knowledge skill. (1d12 +4)
Movement: Move me to Shrine if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Gem of Mental Acuity (Core), Mist Horn (Core), False Life, Lightning Bolt, The Inquisitor, The First, Harrowstrike, Force Missile (Core), Drums Of Haste, Bound Imp (Core), Fly (Core), Enhance
Recharged: Locate Object (Core), Fool’s Gold, Soothing Word 2,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane Intelligence +2
Craft Intelligence +1
Knowledge Intelligence +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.
Office cards 6 and 8 acquired. Cards 3 and 7 banished.
Blood Pool card 8 banished. Cards 7 and 9 recharged.
Random allies 1 and 2 used.
Cogsnap cast Stoneskin.
Angban shuffles The Unveiling into someone's deck to remove Wounded from Ezren.
MorkXII - Sajan 1017 |
During This Adventure: Adventure 1: Edge of Anarchy
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 3A: Red Mantis and Orange Flames
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 3
Traits
Aberration
Aquatic
Check
Combat
19
Powers
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
Monster 1
Traits
Human
Spy
Veteran
Check
Combat
9+##
Powers
Before acting, discard a random ally; the difficulty is increased by its level.
Monster 3
Traits
Aberration
Chimera
Check
Combat
9
THEN
Combat
10
THEN
Combat
11
Powers
Before acting, each local character suffers 1 Fire damage.
If undefeated, 3 random local characters suffer 1d4 Combat damage.
Monster 0
Traits
Human
Rogue
Veteran
Check
Combat
9+##
Powers
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
Barrier 1
Traits
Curse
Check
None
0
Powers
This encounter, blessings cannot be played.
Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated.
Barrier 2
Traits
Lock
Magic
Trigger
Check
Arcane
Divine
Perception
9
Powers
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Barrier 1
Traits
Obstacle
Check
Dexterity
Acrobatics
5
OR
Survival
7
Powers
If undefeated, roll 1d4 twice and suffer the corresponding scourges:
1. Entangled 3. Poisoned 2. Exhausted 4. Wounded
Barrier 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 2
Traits
Obstacle
Weather
Check
None
0
Powers
Display this barrier at your location.
While displayed:
• When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Weapon 1
Traits
Hammer
Melee
Bludgeoning
2-handed
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
Axe
Melee
Ranged
Slashing
Magic
Check
Strength
Dexterity
Melee
Ranged
10
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.
Weapon 1
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8.
On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead.
Weapon 3
Traits
Sword
Melee
Slashing
Magic
Loot
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
Weapon 3
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Melee
Ranged
Stealth
11
Powers
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
Display. While displayed:
• When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
• At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Spell P2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Freely display next to a local character. While displayed:
• Exchange all of that character’s dice for dice of these sizes: d4→d8, d6→d10, d8→d12, d10→d12, d12→d20 (if you have one).
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 3.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• To avenge, you may discard a card.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Armor 2
Traits
Light Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Item 3
Traits
Object
Magic
Check
Wisdom
Survival
10
Powers
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Item 2
Traits
Object
Magic
Check
Charisma
Diplomacy
Fortitude
Melee
10
Powers
Display. While displayed:
• On all combat checks, add 1. If any character fails a combat check, bury this item.
• You may bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Item 2
Traits
Accessory
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Item 3
Traits
Instrument
Magic
Check
Constitution
Charisma
10
Powers
When a local character encounters a monster, display at your location.
While displayed:
• When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
• At the start of your turn, discard this card; if proficient, recharge it instead.
Item 1
Traits
Instrument
Magic
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
Display next to a location. While displayed:
• When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
• At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.
Ally 2
Traits
Human
Medium
Harrow
Check
Charisma
Diplomacy
11
Powers
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
Ally 2
Traits
Human
Soldier
Check
Charisma
Diplomacy
Knowledge
10
Powers
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Ally 2
Traits
Human
Swashbuckler
Check
Charisma
Diplomacy
Melee
9
Powers
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
Ally 1
Traits
Vermin
Healing
Check
Wisdom
Knowledge
Survival
6
Powers
Recharge to heal a local character 1d4-1 cards.
Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait.
Ally 1
Traits
Animal
Acid
Check
Wisdom
Survival
6
Powers
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessing 1
Traits
Suit: 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.
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 3
Traits
Deity: Abadar
Divine
Check
Craft
Divine
8
Powers
WHEN THIS IS THE HOUR
When you acquire a boon, you may recharge a card.
On a local check to acquire, reload to add 1d4.
Discard to explore. This exploration, on your checks to acquire, add 1d4.
Blessing 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.
Turn: 8 Sajan/MorkXII
Top of Blessing Discard Pile: Calistria’s Sting - When this is the hour: You may avenge by discarding a card.
Blessing 1
Traits
Deity: Calistria
Divine
Veteran
Check
Charisma
Divine
4+#
Powers
WHEN THIS IS THE HOUR
You may avenge by discarding a card.
On any check, discard to bless.
To avenge, discard.
Discard to explore.
Blessings Remaining: 22
Blessings Deck
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.
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 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 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessing 1
Traits
Deity: 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: 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: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 0
Traits
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
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessing 1
Traits
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: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 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 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: Sarenrae
Divine
Check
Wisdom
Divine
8
Powers
WHEN THIS IS THE HOUR
Characters cannot suffer scourges.
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you move during your move step, bury a card.
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Blessing 1
Traits
Deity: 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
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessing 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 2
Traits
Deity: Zon-kuthon
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
After discarding any number of cards as damage, draw a card.
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Blessing 3
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
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.
Bank Of Abadar
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:
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
Manor
Traits: Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M:0 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Item 3
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
12
Powers
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Barrier 1
Traits
Trap
Acid
Magic
Check
Dexterity
Acrobatics
Disable
Perception
4
Powers
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Ally 2
Traits
Construct
Magic
Check
Intelligence
Arcane
Craft
8
OR
Charisma
Diplomacy
10
Powers
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Office
Traits: Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Barrier 3
Traits
Trap
Magic
Check
Dexterity
Acrobatics
Perception
11
OR
Disable
9
Powers
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Storehouse
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:1 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
Located here: Sajan, Ezren, Cogsnap, Radovan
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Weapon 1
Traits
Staff
Melee
Bludgeoning
2-handed
Magic
Check
Strength
Melee
8
OR
Acrobatics
6
Powers
For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
Recharge to evade an Obstacle or Trap barrier you encounter.
After playing this weapon, you may not play an Offhand boon this encounter.
Monster 2
Traits
Fey
Swarm
Check
Combat
13
OR
Dexterity
Acrobatics
10
Powers
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
11
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
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.
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:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Angban,
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Monster 3
Traits
Aberration
Manticore
Check
Combat
15
Powers
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
Tenement
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
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 1
Traits
Human
Bard
Veteran
Check
Powers
Display. While displayed:
• On any non-combat check, you may bury to add 1d4+#.
• □ You may bury to heal a character a card and/or remove a scourge from them.
Supporter 1
Traits
Human
Expert
Check
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6.
• □ On any combat check, you may bury to reroll.
Supporter 1
Traits
Human
Aristocrat
Check
Powers
Display. While displayed:
• On any check to acquire, you may bury to add 1d6.
• □ You may bury to draw 2 new items, then banish 1 of them.
MorkXII - Sajan 1017 |
Hour: You may avenge by discarding a card.
Move to Office.
Explore: Stinging Wasps
Recharge Discard Mouse for +d4
Acro 11: 1d8 + 4 + 1d4 ⇒ (4) + 4 + (2) = 10 Hero point.
Acro 11: 1d8 + 4 + 1d4 ⇒ (7) + 4 + (1) = 12 Defeated.
Discard Bat to explore: Red Mantis Assassin
Ezren reveals Fate-reader Lenses for +d10
BA Perception 4+#=7: 1d8 + 1 + 1d10 ⇒ (3) + 1 + (2) = 6 Shirt reroll the 2
BA Perception 4+#=7: 3 + 1 + 1d10 ⇒ 3 + 1 + (8) = 12 Success.
Reload Keen Rapier. Angban recharges Dragon Pistol for +d6
Combat 10+##=16: 1d8 + 4 + 1d6 + 1 + 1d4 + 1d6 ⇒ (7) + 4 + (6) + 1 + (1) + (5) = 24 Defeated.
Close:
Radovan plays The Vision, choosing '1'.
Fortitude 5+#=8: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (2) = 8 Closed.
Move to Storehouse.
Examine top 1d4 ⇒ 4 cards of 1d3 ⇒ 2: Storehouse:
Red Mantis Assassin
Encounter Inferno:
Before acting, each local character suffers 1 Fire damage.
Char power reduces it to 0.
Recharge The Rakshasa to bless.
Acro 5+#=8: 1d8 + 4 + 1d8 ⇒ (5) + 4 + (7) = 16 Defeated.
Continue examining:
Quarterstaff Of Vaulting
Pixie Gang
Sable Company Hide
Banes to the bottom, boons banished.
Discard Rapier.
Draw up to 5+1.
Skills and Powers:Hand: Keen Rapier, Amulet of Fiery Fists, Zellara's Harrow Deck, Blessing of Erastil, Blessing of the Gods, IncitationSkills STRENGTH d8
Melee +1
DEXTERITY d8 +2
Acrobatics +2
CONSTITUTION d6
Fortitude +2
INTELLIGENCE d6
WISDOM d8
Perception +1
CHARISMA d6Powers
HAND SIZE 5 ☐ 6
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.WEAPON 2 ☐ 3
SPELL 0 ☐ 1 ☐ 2
ITEM 3 ☐ 4 ☐ 5
ALLY 3 [X2] 4 ☐ 5
BLESSING 7 [X1] 8 ☐ 9 ☐ 10
Displayed: 0
Deck: 7 Discard: 4 Buried: 2
Hero Points: 1 Shirt Reroll Available (CCT-3A): Yes
Notes:
Keen Rapier:Keen Rapier
Weapon 1Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
MagicChecks
Strength
Acrobatics
Melee
9Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.Amulet of Fiery Fists:Amulet of Fiery Fists
Item 2Traits
Accessory
MagicChecks
Wisdom
Divine
7
or
Intelligence
Arcane
9Powers
Reveal this card to add 1d8 and the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check.Blessing of Erastil:Blessing of Erastil
Blessing 1Traits
Divine
ErastilChecks
Dexterity
4
or
Divine
5Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.Blessing of the Gods:Blessing of the Gods
Blessing BTraits
Divine
BasicChecks
NonePowers
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may treat this card as if it has the same powers as the top card of thie blessings discard pile.
MorkXII - Sajan 1017 |
During This Adventure: Adventure 1: Edge of Anarchy
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 3A: Red Mantis and Orange Flames
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Outsider
Animal
Check
Combat
10
Powers
Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened.
If the hour’s level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced.
Monster 1
Traits
Outsider
Check
Combat
10
Powers
Immune to Fire. Vulnerable to Cold.
Before acting, each local character suffers 1 Fire damage.
Monster 2
Traits
Undead
Vampire
Check
Combat
15
Powers
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Monster 1
Traits
Aberration
Check
Combat
10
Powers
Cannot be evaded.
Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter.
Do not suffer damage from this monster as usual. Instead, bury the 1d4 cards of your deck.
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 1
Traits
Task
Check
Charisma
Diplomacy
6
Powers
If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character.
If defeated, draw a new ally.
Barrier 2
Traits
Obstacle
Check
Wisdom
Survival
9
Powers
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Barrier 3
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Barrier 3
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
12
Powers
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
Barrier 2
Traits
Task
Check
Constitution
Fortitude
10
OR
Charisma
Diplomacy
12
Powers
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
Weapon 3
Traits
Axe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 3
Traits
Sword
Melee
Slashing
Finesse
Magic
Red Mantis
Veteran
Check
Strength
Acrobatics
Melee
13
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
Weapon 2
Traits
Polearm
Melee
Slashing
2-handed
Electricity
Magic
Check
Strength
Melee
14
Powers
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
Dart
Ranged
Piercing
Magic
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll.
On another local character’s combat check, freely reload to add 1d4+1.
Weapon 1
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
10
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
When a local character encounters a monster, banish; they evade it.
On a local Stealth check, banish to add 2d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Spell 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 1
Traits
Magic
Arcane
Divine
Attack
Force
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Display. While displayed:
• For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
• At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Armor 3
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
• If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.
Armor 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Display. While displayed:
• On your check to move, add 1d10.
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 3
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Fortitude
10
Powers
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
Armor 1
Traits
Shield
Offhand
Check
Constitution
Fortitude
5
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Item 2
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
10
Powers
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Item 2
Traits
Object
Magic
Check
Dexterity
Disable
9
Powers
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.
Item 2
Traits
Object
Magic
Check
Charisma
Diplomacy
Fortitude
Melee
10
Powers
Display. While displayed:
• On all combat checks, add 1. If any character fails a combat check, bury this item.
• You may bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Item 1
Traits
Object
Magic
Check
Intelligence
Wisdom
Charisma
11
Powers
On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die.
Item 3
Traits
Liquid
Alchemical
Poison
Check
Intelligence
Craft
9
Powers
Display. While displayed:
• On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
Knowledge
9
Powers
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Ally 3
Traits
Human
Hellknight
Check
Charisma
Diplomacy
11
Powers
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Ally 2
Traits
Human
Fighter
Check
Strength
Melee
10
THEN
Charisma
Diplomacy
9
Powers
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
Ally 2
Traits
Human
Hireling
Check
Charisma
Diplomacy
9
OR
Bury A Healing Card
0
Powers
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
Disable
6
Powers
On a local check to acquire or Craft check, recharge to add 1d4.
Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4.
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
Deity: Gozreh
Divine
Veteran
Check
Wisdom
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
On your check against an Animal or Elemental card, add 1d4.
On any check to close or to guard, recharge to add 1d12; the check counts as blessed.
Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4.
Blessing 1
Traits
Deity: Erastil
Divine
Veteran
Check
Dexterity
Divine
Survival
4+#
Powers
WHEN THIS IS THE HOUR
If you are at a Wild location, you may discard a card to explore.
On any check, discard to bless.
On a Dexterity or Survival check, freely discard to bless.
Discard to explore.
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Diplomacy
4+#
Powers
WHEN THIS IS THE HOUR
When you would discard an ally, recharge it instead.
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Blessing 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.
Turn: 9 Cogsnap/Wilderredbeard
Top of Blessing Discard Pile: The Eternal Rose - When this is the hour: When you encounter a monster, you may evade it.
Blessing 3
Traits
Deity: Shelyn
Divine
Check
Charisma
Divine
8
Powers
WHEN THIS IS THE HOUR
When you encounter a monster, you may evade it.
On a Dexterity or Charisma check, freely discard to bless.
On any check, discard to bless.
Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1.
Blessings Remaining: 21
Blessings Deck
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 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 1
Traits
Suit: Hammers
Harrow
Veteran
Check
Strength
Craft
4+#
Powers
WHEN THIS IS THE HOUR
On your check, add 1 for each type of boon played.
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
Blessing 1
Traits
Deity: 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: 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: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 0
Traits
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
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessing 1
Traits
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: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 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 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: Sarenrae
Divine
Check
Wisdom
Divine
8
Powers
WHEN THIS IS THE HOUR
Characters cannot suffer scourges.
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you move during your move step, bury a card.
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Blessing 1
Traits
Deity: 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
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessing 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 2
Traits
Deity: Zon-kuthon
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
After discarding any number of cards as damage, draw a card.
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Blessing 3
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
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.
Bank Of Abadar
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:
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
Manor
Traits: Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M:0 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1
Barrier 1
Traits
Skirmish
Veteran
Trigger
Check
Wisdom
Perception
Stealth
8+#
Powers
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Item 3
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
12
Powers
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Barrier 1
Traits
Trap
Acid
Magic
Check
Dexterity
Acrobatics
Disable
Perception
4
Powers
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Ally 2
Traits
Construct
Magic
Check
Intelligence
Arcane
Craft
8
OR
Charisma
Diplomacy
10
Powers
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Office
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,
Storehouse
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Sajan, Cogsnap, Radovan
Weapon 1
Traits
Sword
Melee
Slashing
2-handed
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
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.
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Monster 2
Traits
Fey
Swarm
Check
Combat
13
OR
Dexterity
Acrobatics
10
Powers
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
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:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Angban,
Monster 2
Traits
Orc
Barbarian
Veteran
Check
Combat
10+##
Powers
Before acting, suffer 1d4 Combat damage.
Monster 2
Traits
Undead
Incorporeal
Check
Combat
14
Powers
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Monster 3
Traits
Aberration
Manticore
Check
Combat
15
Powers
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
Tenement
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
Base
Traits: Urban
At This Location: To build this location, shuffle together all of your rallied supporters.
This location cannot be closed until all other locations are closed, or until it has no cards and no characters are at it; then it closes automatically. Villains cannot escape to this location.
When you explore, draw the top 3 or # cards of this location. Keep 1 and return the rest in any order, then do 1:
• Draw a card.
• Heal a card.
• Recharge any number of cards.
• Remove 1 of your scourges.
When Closing: N/A
When Permanently Closed: N/A
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Supporter 1
Traits
Human
Bard
Veteran
Check
Powers
Display. While displayed:
• On any non-combat check, you may bury to add 1d4+#.
• □ You may bury to heal a character a card and/or remove a scourge from them.
Supporter 1
Traits
Human
Expert
Check
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6.
• □ On any combat check, you may bury to reroll.
Supporter 1
Traits
Human
Aristocrat
Check
Powers
Display. While displayed:
• On any check to acquire, you may bury to add 1d6.
• □ You may bury to draw 2 new items, then banish 1 of them.
Radovan - Katlyn99 |
OFF-TURN ACTIONS: Sajans turn - Discard The Vision. Display Troll (2) next to Norge for Radovan taking fire damage. Display Enormous Reefclaw (3) next to Quang for Sajan taking damage.
"
Hand: Rapier (Core), The Joke (harrow), Keen Rapier, Spider Venom, Zae, Thieves' Tools (Core),
Displayed:
Deck: 7 Discard: 3 Buried: 2
Current Location: Storehouse
Hero Points: 3/3
Reroll used? No
NOTES:
Available Support: Feel free to use my blessing(s).
Movement: Move me to wherever the most characters are or to where cogsnap is when my location closes.
Displayed cards next to Devil Form(s):
Devil Form Quang (OOC d6): Persona Mask (3), Enormous Reefclaw (3)
Devil Form Norge (IC d8): Troll (2)
Middle of Deck (Unknown Order): Burglar (Core), Blessing of the Ancients, Humanbane Rapier, Red Leathers, Appleslayer, Alaeron
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)
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). Once per turn, when a local character suffers damage from a bane, display a new monster 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.
When you suffer (□ or a local character suffers) Fire, Poison, or Ranged Combat damage, reduce it by 1.
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)
Angban |
The Unveiling shuffled into Ezren's deck to remove his Wounded scourge. Display Poisoned Bullets. I'm at Blood Pool, so had to discard Frost Longbow for Sajan's combat, not Dragon Pistol.
Hand: Shock Musket +1, Dragon Pistol +1,
Displayed: Alchemical Cartridges, Poisoned Bullets,
Deck: 10 Discard: 6 Buried: 1
Current Location: Blood Pool
Hero Points: 3
Shirt Reroll: Used
NOTES:
Available Support: Dragon Pisol adds d6 to a local combat.
Movement: Blood Pool or Storehouse.
Other: Bang bang, use my guns for combat support if needed.
Middle of Deck (Unknown Order): Blessing of Calistria, Hide Armor, Blessing of Achaekek, Powder Horn, Tower Shield
Recharged: Hand Cannon, Boots Of Friendly Terrain, Benevolent Buckler, Bastion Boots, Pistol +1,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Ranged: Dexterity + 3
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +3
Intelligence d6 ☐ +1 ☐ +2
Craft: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1 ☐ +2
Traits: Dwarf, Gunslinger
Favored Card: Armor or Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armors, Weapons
POWERS:
When you play an armor to reduce damage dealt to you, reduce it by an additional 1 (☐ 3).
At the end of your turn, you may recharge a buried weapon that has the Firearm trait (☐ or a buried armor).
☑ Gain the skill Craft: Intelligence +3.
Cogsnap - WilderRedbeard |
Off turn actions: Move to Storehouse when Bank of Abadar closes. Attempt to recharge Elemental Treaty, Harrow suit adds 1d4.
Elemental Treaty recovery - Arcane 6: 1d10 + 3 + 1d4 ⇒ (2) + 3 + (2) = 7 recharged
Stoneskin to recovery during Ezren's turn.
Stoneskin recovery - Arcane 9: 1d10 + 3 + 1d4 ⇒ (4) + 3 + (4) = 11 recharged
Discard Heavy Crossbow for Fire damage during Sajan's turn.
The hour of The Eternal Rose
When this is the hour: When you encounter a monster, you may evade it.
Remain at Storehouse.
Explore:
Traits
Sword
Melee
Slashing
2-handed
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4.
After playing this weapon, you may not play an Offhand boon this encounter.
Discard The Vision (Harrow) to explore. Recharge Embalming Fluid & Galvanic Chakram +1 and draw BotElements and Armored Coat. Examine the top card of Manor: Ambush (Barrier 1) and Storehouse: Magic Hide Armor (Armor 1) and explore Storehouse:
Traits
Light Armor
Magic
Check
Constitution
Fortitude
Survival
7
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier.
Display Armored Coat. End turn.
Random location: 1d3 ⇒ 2 Stprehouse
Cards: 1d4 ⇒ 1 Haughty Nobles (Barrier 1) - recharged in location. Reset hand.
An excerpt from the clockwork recording device of Cognsap the Unbleached:
ambient sound of clinking bottles
"No, no, no. None of these goods will do. I need something a little more acrid. Something pungent that, if you spill it, would stink up your house for a few days. Got anything like that?"
Hand: Burglar's Bracers, Elixir of Healing, Acid Flask, Tangleburn Bag, Tinker, Blessing of the Elements 2, Blessing of the Elements 1,
Displayed: Armored Coat,
Deck: 7 Discard: 4 Buried: 0
Current Location: Storehouse
Hero Points (Available): 2
NOTES:
Available Support: Blessings available. Elixir of Healing available twice.
Movement: Move me to Blood Pool when my location closes.
Other: Dice Re-Roll Used for 3A?: N
Middle of Deck (Unknown Order): 0
Recharged: The Snakebite, Elixir of Love, Blast Stone, Elemental Treaty (acq), Stone Skin, Embalming Fluid, Galvanic Chakram +1,
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:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. □ During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 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
Radovan - Katlyn99 |
Hourglass Discard: The Unicorn
WHEN THIS IS THE HOUR: Your check to acquire is blessed.
Move: Moving to Blood Pool
Explore: Orc Rager
Before acting, suffer 1d4 Combat damage.
Combat damage: 1d4 ⇒ 3
Discard Thieves' Tools, Spider Venom, and Rapier. Buried The Locksmith.
Display Yeth Hound (1) next to Norge for taking damage.
Reveal Keen Rapier. Banish Yeth Hound (1)
Combat 10+3+3: 1d8 + 3 + 1d4 + 1 + 1d6 + 1 + 1d8 + 1 ⇒ (5) + 3 + (4) + 1 + (6) + 1 + (4) + 1 = 25
Discard Zae to explore.
Explore: Geist
Reveal Keen Rapier (hah it has the magic trait, take that!)
Combat 14: 1d8 + 3 + 1d4 + 1 + 1d6 + 1 ⇒ (6) + 3 + (2) + 1 + (6) + 1 = 19
End of Turn
At the end of you turn, examine the top 1d4 cards of a random location; if you examine a Red Mantis Assassin, summon and encounter the danger. Then banish any examined boons and return any other examined cards to the bottom of the location in the order examined.
Random Location: 1d3 ⇒ 2 Storehouse
# of cards: 1d4 ⇒ 4
Storehouse #1: Red Mantis Assassin
Storehouse #2: Pixie Gang
Storehouse #3: Haughty Nobles
Storehouse #4: N/A
Encounter: Inferno
Before acting, each local character suffers 1 Fire damage.
Display Hell Hound (1) next to Norge for Radovan taking Fire damage. Angban and Cogsnap take 1 fire damage.
Bury Persona Mask (3) to auto succeed.
"
Hand: Keen Rapier, The Joke (harrow), Blessing of the Ancients, Burglar (Core), Humanbane Rapier, Red Leathers,
Displayed:
Deck: 3 Discard: 6 Buried: 4
Current Location: BLood Pools
Hero Points: 3/3
Reroll used? No
NOTES:
Available Support: Feel free to use my blessing(s).
Movement: Move me to wherever the most characters are or to where cogsnap is when my location closes.
Displayed cards next to Devil Form(s):
Devil Form Quang (OOC d6): Enormous Reefclaw (3)
Devil Form Norge (IC d8): Troll (2), Hell Hound (1)
Middle of Deck (Unknown Order): Alaeron, Appleslayer
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)
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). Once per turn, when a local character suffers damage from a bane, display a new monster 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.
When you suffer (□ or a local character suffers) Fire, Poison, or Ranged Combat damage, reduce it by 1.
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)
Angban |
Discard Dragon pistol for fire damage. Bury it for Blood Pool.
Start turn, hour is Norgorber’s Shadow. Move to Base. Explore. Draw Trinia (I have her feat). Recharge Shock Musket. Display Trinia Sabor.
End turn.
Random Location: 1d3 ⇒ 2: Storehouse
Examine cards: 1d4 ⇒ 3: Cards 4, 5, 3, are all already known, and recharged in the same order. At least RMA is on top!
Summon Danger: Inferno. Take 1 fire damage, no cards to discard. No other local characters.
Fort 5 + # = 8: 1d10 + 3 ⇒ (10) + 3 = 13 Defeated!
End turn. Recharge Dragon Pistol +1 from buried. Reset hand, drawing 5.
Hand: Blessing of Achaekek, Hide Armor, Powder Horn, Tower Shield, Blessing of Calistria,
Displayed: Alchemical Cartridges, Poisoned Bullets, Trinia Sabor,
Deck: 7 Discard: 6 Buried: 1
On Ezren's turn, display Hide armor, and use Powder Horn to search deck for a gun: Hand Cannon.
Recovery Craft 8: 1d6 + 3 ⇒ (4) + 3 = 7: Powder Horn discarded.Hand: Blessing of Achaekek, Tower Shield, Blessing of Calistria, Hand Cannon,
Displayed: Alchemical Cartridges, Poisoned Bullets, Trinia Sabor, Hide Armor,
Deck: 7 Discard: 7 Buried: 1
Current Location: Base
Hero Points: 3
Shirt Reroll: Used
NOTES:
Available Support: Trinia adds d4+# to any non-combat check or can remove a scourge from any character. Achaekek double blesses vs story banes. Calistria double blesses dex non-combat.
Movement: Blood Pool or Storehouse.
Other: Bang bang, use my guns for combat support if needed.
Middle of Deck (Unknown Order): 0
Recharged: Hand Cannon, Boots Of Friendly Terrain, Benevolent Buckler, Bastion Boots, Pistol +1, Shock Musket +1, Dragon Pistol +1,
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☐ +3
Ranged: Dexterity + 3
Constitution d10 ☐ +1 ☐ +2 ☐ +3
Fortitude: Constitution +3
Intelligence d6 ☐ +1 ☐ +2
Craft: Intelligence +3
Wisdom d6 ☐ +1 ☐ +2
Charisma d4 ☐ +1 ☐ +2
Traits: Dwarf, Gunslinger
Favored Card: Armor or Weapon
Hand Size: 4 ☑ 5
Proficiencies:
Armors, Weapons
POWERS:
When you play an armor to reduce damage dealt to you, reduce it by an additional 1 (☐ 3).
At the end of your turn, you may recharge a buried weapon that has the Firearm trait (☐ or a buried armor).
☑ Gain the skill Craft: Intelligence +3.
MorkXII - Sajan 1017 |
During This Adventure: Adventure 1: Edge of Anarchy
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 3A: Red Mantis and Orange Flames
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Vermin
Swarm
Check
Combat
10
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
Monster 1
Traits
Undead
Incorporeal
Check
Combat
14
OR
Divine
8
Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Dazed.
Monster 2
Traits
Undead
Zombie
Veteran
Check
Combat
11+##
Powers
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Monster 2
Traits
Aberration
Trap
Check
Combat
15
OR
Wisdom
Perception
9
Powers
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Monster 3
Traits
Aberration
Aquatic
Check
Combat
19
Powers
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.
Barrier 1
Traits
Obstacle
Check
Strength
Survival
6
OR
Constitution
Fortitude
8
Powers
If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted.
Barrier 2
Traits
Cache
Check
Intelligence
Knowledge
10
Powers
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Barrier 3
Traits
Trigger
Skirmish
Red Mantis
Check
None
0
Powers
When examined, you may move to this location and encounter this barrier.
When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.
Barrier 3
Traits
Trigger
Trap
Construct
Check
Wisdom
Disable
Perception
Stealth
13
Powers
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Barrier 1
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
8
Powers
If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier.
Weapon 1
Traits
Bow
Ranged
Piercing
Fire
2-handed
Magic
Check
Dexterity
Ranged
Stealth
9
Powers
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait.
If proficient, on another character’s combat check, freely discard to add 1d8 and the Fire trait.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 2
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
11
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Weapon 2
Traits
Mace
Melee
Bludgeoning
Fire
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.
Weapon 1
Traits
Hammer
Melee
Bludgeoning
2-handed
Check
Strength
Melee
8
Powers
For your combat check, reveal to use Strength or Melee + 1d12; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, recharge to add 1d6.
After playing this weapon, you may not play an Offhand boon this encounter.
Weapon 1
Traits
Axe
Melee
Slashing
2-handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
7
Powers
On a local Knowledge, Perception, or Survival check, banish to add 1d10.
If the character succeeds, you may examine the top card of any location.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 or Divine 9 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 2; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4+1 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Fire
Check
Intelligence
Wisdom
Arcane
Divine
11
Powers
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Spell 3
Traits
Magic
Divine
Check
Wisdom
Divine
11
Powers
Display. While displayed:
• On local checks, add 1d6.
• At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Armor 2
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
Melee
Survival
9
Powers
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 1
Traits
Heavy Armor
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may bury to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
6
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
Armor 2
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
11
Powers
Display. While displayed:
• When you suffer any damage, you may draw this card to reduce it by 1.
• When you suffer Combat damage, you may draw this card to reduce it by 2.
• If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
Armor 2
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Fortitude
8
Powers
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Item 1
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
Discard to move, or to evade your encounter then move. You succeed at any check required to move.
Item 1
Traits
Object
Magic
Check
Strength
Dexterity
Constitution
11
Powers
On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Item 1
Traits
Wand
Magic
Arcane
Attack
Force
Check
Intelligence
Arcane
6
Powers
For your combat check, bury or banish to use Arcane + 2d4.
On another character’s combat check, bury or banish to add 2d4 and the Force and Magic traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 8 check to recharge it instead.
Item 2
Traits
Object
Magic
Check
Charisma
Diplomacy
Fortitude
Melee
10
Powers
Display. While displayed:
• On all combat checks, add 1. If any character fails a combat check, bury this item.
• You may bury to remove a total of up to 1d4 scourges from any number of characters.
If proficient with armors, when you would bury this item for its power, you may discard it instead.
Item 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead.
Ally 2
Traits
Human
Hireling
Check
Charisma
Diplomacy
9
OR
Bury A Healing Card
0
Powers
If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.
Ally 1
Traits
Animal
Acid
Check
Wisdom
Survival
6
Powers
On a local combat check, recharge to add 1d4 and the Acid trait.
Recharge this card and discard the top card of the hourglass to explore.
This exploration, you may evade your encounters.
Ally 2
Traits
Human
Soldier
Check
Charisma
Diplomacy
Knowledge
10
Powers
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Ally 1
Traits
Animal
Owner: Lini
Check
Wisdom
Survival
6
Powers
On a local combat or Survival check, recharge to add 1d4.
Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4.
If you are this card’s owner, recharge it instead. You may not use this power during an encounter.
Ally 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: 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 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: 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 3
Traits
Deity: Lamashtu
Divine
Check
Intelligence
Arcane
Divine
8
Powers
WHEN THIS IS THE HOUR
When you fail to acquire a boon, you may shuffle it and a new monster into its location.
On any check, discard to bless.
On a check against a monster, discard to bless twice.
Recharge to explore, then a random character summons and encounters a monster.
Blessing 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.
Turn: 12 Ezren/Bigguyinblack
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: 18
Blessings Deck
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: 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: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 0
Traits
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
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessing 1
Traits
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: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 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 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: Sarenrae
Divine
Check
Wisdom
Divine
8
Powers
WHEN THIS IS THE HOUR
Characters cannot suffer scourges.
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you move during your move step, bury a card.
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Blessing 1
Traits
Deity: 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
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessing 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 2
Traits
Deity: Zon-kuthon
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
After discarding any number of cards as damage, draw a card.
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Blessing 3
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
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.
Bank Of Abadar
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:
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
Manor
Traits: Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M:0 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1
Located here: Ezren,
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.
Item 3
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
12
Powers
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Barrier 1
Traits
Trap
Acid
Magic
Check
Dexterity
Acrobatics
Disable
Perception
4
Powers
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Ally 2
Traits
Construct
Magic
Check
Intelligence
Arcane
Craft
8
OR
Charisma
Diplomacy
10
Powers
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
9
Powers
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Office
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
Storehouse
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Sajan, Cogsnap,
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Monster 2
Traits
Fey
Swarm
Check
Combat
13
OR
Dexterity
Acrobatics
10
Powers
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
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.
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:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Radovan
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Monster 3
Traits
Aberration
Manticore
Check
Combat
15
Powers
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
Tenement
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
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: Angban,
Supporter 1
Traits
Human
Expert
Check
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6.
• □ On any combat check, you may bury to reroll.
Supporter 1
Traits
Human
Aristocrat
Check
Powers
Display. While displayed:
• On any check to acquire, you may bury to add 1d6.
• □ You may bury to draw 2 new items, then banish 1 of them.
Ezren the Explorer |
The Forge - When this is the hour: On your check, add 1 for each type of boon played.
Examine top card of my deck: Drums Of Haste. Use location effect recharging Fate-reader Lenses to draw Drums of Haste.
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.
Fail to defeat. Ambush is banished. Summon and encounter random monster #1.
Monster 1
Traits
Vermin
Swarm
Check
Combat
10
Powers
Vulnerable to Attack.
If defeated by less than 4, shuffle this monster into its location.
If undefeated, suffer the scourge Poisoned.
combat 10 casting Frost Ray: 1d12 + 2d6 + 4 + 4 - 3 + 1 ⇒ (12) + (6, 1) + 4 + 4 - 3 + 1 = 25
Recharge Wall of Light to examine Manor Card 2: Ambrosia. Recharge Drums Of Haste to explore.
Item 3
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
12
Powers
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
craft 12 aided by suit, revealing Codex: 1d12 + 1d4 + 4 + 1 ⇒ (11) + (4) + 4 + 1 = 20
Recharge Fiery Glare (Core) to examine Manor Card 3: Acid-spraying Skull. Recharge Ambrosia to explore.
Barrier 1
Traits
Trap
Acid
Magic
Check
Dexterity
Acrobatics
Disable
Perception
4
Powers
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Cogsnap recharges a blessing of the Elements.
dexterity 4 blessed by BotE: 2d6 + 1 ⇒ (5, 2) + 1 = 8
Leech myself: 1d4 - 1 ⇒ (3) - 1 = 2
eot random location: 1d3 ⇒ 1 Manor
# of cards: 1d4 ⇒ 4
Cards 4, 5, and 6 banished. Encounter Inferno. Discard last 2 cards in my hand to it.
Ezren ends their turn.
Ezren attempts to recover all cards in their Recovery pile.
Frost Ray (Core): Arcane 9: 1d12 + 1d4 + 4 ⇒ (1) + (2) + 4 = 7 -> Frost Ray (Core) discarded.
Ezren resets their hand.
Hand: Bound Imp (Core), Fate-reader Lenses, Force Missile (Core), Soothing Word 2, Leech, The Unveiling, Lightning Bolt,
Displayed: Keppira D’bear, Thousand Bones,
Deck: 16 Discard: 4 Buried: 0
"Current Location: Manor
Hero Points: 5"
"NOTES:
Available Support: Folio reroll:
Blessings are available for use.Keppira D’bear: • On all checks against Undead banes, add 1d4.
Fate-reader Lenses: On any Perception check, reveal to add 1d10.
Force Missile (Core): On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits.
The Unveiling: Banish or shuffle into another character's deck to remove a scourge from any character.
Movement: Move me to Shrine if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Harrowstrike, Locate Object (Core), Gem of Mental Acuity (Core), False Life, Ambrosia, Mist Horn (Core), The Rabbit Prince, Enhance, Fiery Glare (Core), Cat (Core), Fool’s Gold, The First, Fly (Core), The Inquisitor, Drums Of Haste, Wall of Light
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane Intelligence +2
Craft Intelligence +1
Knowledge Intelligence +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.
Manor card 2 acquired. Cards 1, 3, 4, 5, and 6 banished.
Random monster #1 banished.
Cogsnap recharges a Blessing of the Elements.
MorkXII - Sajan 1017 |
Hour: On your check against an Undead card, add 1d6.
Move to Blood Pool
Explore: Red Mantis Assassin
Recharge Blessing of the Gods
BA Perception 4+#=7: 1d8 + 1 + 1d8 ⇒ (3) + 1 + (3) = 7 Success.
Recharge Zellara's Harrow Deck for char power. Recharge Blessing of Erastil to double bless.
Combat 10+##=16: 1d8 + 3 + 1d10 + 2 + 2d8 ⇒ (8) + 3 + (1) + 2 + (2, 3) = 19 Defeated.
Bury Amulet of Fiery Fists and Keep Rapier to close.
Heal: Bat
Move to Storehouse with Radovan.
Examine top 1d4 ⇒ 2 cards from 1d2 ⇒ 1 Manor: Red Mantis Assassin.
Encounter Inferno:
Radovan, Cogsnap and Sajan take 1 fire damage. Sajan's char power blocks it.
Recharge Incitation
Acro 5+#=8: 1d8 + 3 + 1d8 ⇒ (8) + 3 + (2) = 13 Defeated.
Draw up to 5+1
Skills and Powers:Hand: Shining Wayfinder, Zellara's Harrow Deck, Blessing of the Gods, Orison, Prayer, The LocksmithSkills STRENGTH d8
Melee +1
DEXTERITY d8 +2
Acrobatics +2
CONSTITUTION d6
Fortitude +2
INTELLIGENCE d6
WISDOM d8
Perception +1
CHARISMA d6Powers
HAND SIZE 5 ☐ 6
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.WEAPON 2 ☐ 3
SPELL 0 ☐ 1 ☐ 2
ITEM 3 ☐ 4 ☐ 5
ALLY 3 [X2] 4 ☐ 5
BLESSING 7 [X1] 8 ☐ 9 ☐ 10
Displayed: 0
Deck: 6 Discard: 3 Buried: 4
Hero Points: 1 Shirt Reroll Available (CCT-3A): Yes
Notes:
Blessing of the Gods:Blessing of the Gods
Blessing BTraits
Divine
BasicChecks
NonePowers
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may treat this card as if it has the same powers as the top card of thie blessings discard pile.Orison:Orison
Blessing 0Traits
DivineChecks
Wisdom
Divine
2Powers
WHEN THIS IS THE HOUR
No effect.On a local check, discard to bless.
If the hour’s level is 0, you may recharge instead.
Discard to explore.Prayer:Prayer
Blessing 0Traits
DivineChecks
Wisdom
Divine
3Powers
WHEN THIS IS THE HOUR
No effect.On any check, discard to bless.
Discard to examine the top card of your location, then you may explore.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.
MorkXII - Sajan 1017 |
During This Adventure: Adventure 1: Edge of Anarchy
Story Banes || Acquired Loot || Supporters || Scourges
During This Scenario: Curse 3A: Red Mantis and Orange Flames
STORY BANES:
DURING THIS SCENARIO:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 1
Traits
Undead
Mental
Check
Combat
13
Powers
Immune to Mental and Poison.
All damage is Mental damage that may not be reduced.
Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed.
While acting, distant characters may not play cards.
Monster 3
Traits
Animal
Check
Combat
17
Powers
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
Monster 2
Traits
Animal
Check
Combat
12
Powers
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
Monster 3
Traits
Fey
Check
Combat
14
Powers
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
Monster 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
Trap
Acid
Magic
Check
Dexterity
Acrobatics
Disable
Perception
4
Powers
If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage.
Barrier 1
Traits
Cache
Lock
Trap
Veteran
Check
Strength
Melee
11+#
OR
Disable
7+#
Powers
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
Barrier 1
Traits
Cache
Veteran
Check
Intelligence
Knowledge
7+#
Powers
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Barrier 3
Traits
Trap
Magic
Check
Intelligence
Wisdom
Arcane
Divine
10
Powers
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Barrier 2
Traits
Obstacle
Weather
Check
None
0
Powers
Display this barrier at your location.
While displayed:
• When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Weapon 1
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Acrobatics
Melee
9
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
Weapon 1
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
10
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check.
Weapon 2
Traits
Knife
Melee
Ranged
Piercing
Finesse
Magic
Check
Strength
Dexterity
Acrobatics
Melee
Ranged
11
Powers
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
Weapon 3
Traits
Knife
Melee
Slashing
Electricity
Finesse
Magic
Check
Strength
Acrobatics
Melee
12
Powers
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Weapon 1
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
Recharge to examine the top card of your location.
Spell 1
Traits
Magic
Arcane
Divine
Harrow
Check
Intelligence
Arcane
7
OR
Wisdom
Divine
8
Powers
Freely display at a location. While displayed:
• On local checks that have a trait matching the adventure’s harrow suit, add 1; if the hour has a Suit trait matching the adventure’s harrow suit, add 1d4 instead.
• When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Divine
Check
Intelligence
Wisdom
Arcane
Divine
9
Powers
Display. While displayed:
• When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
• At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
9
Powers
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Spell 1
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Freely display. While displayed:
• On combat checks to defeat monsters, add 1d6 and the Poison trait.
• At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Spell 3
Traits
Magic
Arcane
Healing
Check
Intelligence
Arcane
8
Powers
Display next to a location. While displayed:
• Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
• At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Diplomacy
Fortitude
8
Powers
Display. While displayed:
• When you suffer Combat damage, you may recharge to reduce it by 2.
• When you suffer any damage, you may bury to reduce it to 0.
• To avenge, you may discard a card.
Armor 3
Traits
Heavy Armor
Magic
Loot
Check
Constitution
Fortitude
9
Powers
Display. While displayed:
• When you suffer any damage, you may recharge to reduce it by 1.
• When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
• If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Acrobatics
Fortitude
10
Powers
Display. While displayed:
• When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
• On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
Armor 1
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
6
Powers
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
When a local character suffers Combat damage, freely reveal to reduce it by 1.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.
Armor 3
Traits
Heavy Armor
Helm
Magic
Check
Constitution
Fortitude
10
Powers
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge to heal a local character a card.
Item 3
Traits
Liquid
Alchemical
Poison
Check
Intelligence
Craft
9
Powers
Display. While displayed:
• On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Item 3
Traits
Tool
Magic
Gambling
Check
Intelligence
Craft
Disable
10
Powers
Recharge to examine the bottom 3 cards of any character’s deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Item 3
Traits
Object
Magic
Check
Wisdom
Survival
10
Powers
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
Item 3
Traits
Instrument
Magic
Check
Constitution
Charisma
10
Powers
When a local character encounters a monster, display at your location.
While displayed:
• When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
• At the start of your turn, discard this card; if proficient, recharge it instead.
Ally 1
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Ally 2
Traits
Human
Aristocrat
Check
Charisma
Diplomacy
Knowledge
9
Powers
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Ally 3
Traits
Human
Wizard
Check
Intelligence
Arcane
10
OR
Charisma
Diplomacy
14
Powers
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
Ally 1
Traits
Human
Cleric
Check
Charisma
Diplomacy
9
OR
Arcane
Divine
5
Powers
On a local check, reveal this card and bury another card to reroll.
Recharge to explore. This exploration, on your checks, add 1d4.
After the exploration, bury a card.
Ally 3
Traits
Human
Aristocrat
Rogue
Check
Charisma
Diplomacy
Stealth
12
Powers
On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
Blessing 3
Traits
Deity: Zon-kuthon
Divine
Check
Constitution
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
When you encounter a card, you may draw a card; if you do, discard the top card of your deck.
On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing.
Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards.
Blessing 1
Traits
Deity: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 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 3
Traits
Deity: Cayden Cailean
Divine
Check
Charisma
Divine
Fortitude
8
Powers
WHEN THIS IS THE HOUR
After your exploration, you may move to a random location.
On another local character’s check, discard to bless twice.
Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.
Blessing 3
Traits
Deity: 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.
Turn: 14 Cogsnap/Wilderredbeard
Top of Blessing Discard Pile: The Marriage - When this is the hour: At the start of your turn, summon and encounter an ally.
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.
Blessings Remaining: 16
Blessings Deck
Blessing 1
Traits
Suit: Stars
Harrow
Veteran
Check
Wisdom
Divine
4+#
Powers
WHEN THIS IS THE HOUR
On your Intelligence or Wisdom check, the difficulty is increased by 3.
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Blessing 0
Traits
Arcane
Divine
Check
Arcane
Divine
Knowledge
Perception
4
Powers
WHEN THIS IS THE HOUR
No effect.
On any check using a skill listed in the hour’s check to acquire, recharge to bless.
Discard to examine the top card of your location, then you may explore.
Blessing 0
Traits
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
Divine
4+#
Powers
WHEN THIS IS THE HOUR
Ignore cards’ before acting powers.
On a local check, bury to bless twice.
Discard to explore.
Blessing 1
Traits
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: Cayden Cailean
Divine
Veteran
Check
Charisma
Divine
Fortitude
4+#
Powers
WHEN THIS IS THE HOUR
On your check, you may discard a card to reroll 1 die showing 1 or 2.
On a local check, bury to reroll 1 or 2 dice.
Discard to explore.
Blessing 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 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: Sarenrae
Divine
Check
Wisdom
Divine
8
Powers
WHEN THIS IS THE HOUR
Characters cannot suffer scourges.
On any check, discard to bless. If the character succeeds at the check, heal them for a card.
Discard to explore. This exploration, if you succeed at your first check, you may heal a card.
Blessing 1
Traits
Suit: Shields
Harrow
Veteran
Check
Constitution
Survival
4+#
Powers
WHEN THIS IS THE HOUR
When you move during your move step, bury a card.
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
Blessing 1
Traits
Deity: 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
When you suffer damage, suffer the scourge Plagued.
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Blessing 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 2
Traits
Deity: Zon-kuthon
Divine
Veteran
Check
Constitution
Divine
Fortitude
5+#
Powers
WHEN THIS IS THE HOUR
After discarding any number of cards as damage, draw a card.
On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
Discard to explore.
Blessing 3
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
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.
Bank Of Abadar
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:
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
Manor
Traits: Urban
At This Location: At the start of your turn, you may recharge an item or a spell to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
When Permanently Closed: Search your deck for a card and draw it.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Office
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
Storehouse
Traits: Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Sajan, Cogsnap, Ezren, Radovan
Story Bane Monster 3
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Monster 2
Traits
Fey
Swarm
Check
Combat
13
OR
Dexterity
Acrobatics
10
Powers
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.
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.
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
Tenement
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
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: Angban,
Supporter 1
Traits
Human
Expert
Check
Powers
Display. While displayed:
• On any combat check, after the roll, you may bury to add 1d6.
• □ On any combat check, you may bury to reroll.
Supporter 1
Traits
Human
Aristocrat
Check
Powers
Display. While displayed:
• On any check to acquire, you may bury to add 1d6.
• □ You may bury to draw 2 new items, then banish 1 of them.
Cogsnap - WilderRedbeard |
Off turn actions: Bury Armored Coat for 1 Fire damage during Radovan's turn.
Recharge BotElements for Ezren's check.
Discard Elixir of Healing for 1 Fire damage during Sajan's turn.
The hour of The Marriage
When this is the hour: At the start of your turn, summon and encounter an ally.
Random Ally:
Traits
Animal
Check
Wisdom
Survival
5
Powers
On a local Intelligence or Wisdom check, recharge to add 1d4.
Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4.
Remain at Storehouse.
Explore:
Traits
Human
Assassin
Red Mantis
Veteran
Check
Combat
10+##
Powers
Resistant to Attack and Fire.
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
If undefeated, suffer the scourge Wounded.
Wisdom 4+#=7: 2d6 + 1d8 ⇒ (6, 4) + (2) = 12 success
Send Acid Flask to recovery. Resistant to Attack. Burglar's Bracers add 1d8, recharge BotElements to bless, recharge Tinker to add 1d4.
Combat 10+##+4=20: 2d10 + 4 + 2d6 + 1d8 + 1d4 ⇒ (4, 5) + 4 + (3, 6) + (6) + (1) = 29 defeated
Recharge Tangleburn Bag to draw a new Liquid/Alchemical Item from the box: Bloodroot Poison (Item 3).
Discard hand to close location.
Storehouse closed.
Draw 2 new Items and keep 1: Marked Cards (Item 3) and Wayfinder (Item 3) - Keep Marked Cards.
Move to Manor when Storehouse closes.
Recharge Marked cards to examine bottom of deck and leave in that order.
End turn. Examine cards: 1d4 ⇒ 3
RMA examined. Summon & encounter the danger:
Traits
Obstacle
Fire
Veteran
Check
Dexterity
Constitution
Acrobatics
Fortitude
5+#
Powers
Before acting, each local character suffers 1 Fire damage.
If undefeated, either banish a boon or suffer 1d4 Fire damage and the scourge Wounded.
No cards to discard for damage.
Dexterity 5+#=8: 1d8 ⇒ 3 Paizo re-roll
Dexterity 5+#=8: 1d8 ⇒ 3 failed
Suffer 1d4 Fire damage and the scourge Wounded. No cards to discard.
An excerpt from the clockwork recording device of Cognsap the Unbleached:
ambient sound of clinking bottles
"Quick! Grab whatever you can of value before this place goes up! No time to... aHA! I wondered if it was you lot behind all this madness. You've heard of fighting fire with fire before? Well, I prefer to fight fire with acid!"
Hand: Galvanic Chakram +1, Stone Skin, Elixir of Love, Blast Stone, Embalming Fluid, The Snakebite, Elemental Treaty (acq),
Displayed:
Deck: 4 Discard: 8 Buried: 1
Current Location: Manor
Hero Points (Available): 2 // Cogsnap the Unbleached has the following scourges marked:Wounded:While Marked:
At the start of your turn, discard the top card of your deck.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Other: Dice Re-Roll Used for 3A?: Y
Middle of Deck (Unknown Order): 0
Recharged: Blessing of the Elements 1, Blessing of the Elements 2, Tinker, Marked Cards (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:
When you would put an Alchemical card in your recovery pile, you may instead put a different Alchemical or Liquid card in your recovery pile. □ During recovery, you may discard Alchemical boons instead of banishing them.
Add 1d6 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
At the start of Radovan's turn, display Elemental Treaty at Manor.
Radovan - Katlyn99 |
OFF-TURN ACTIONS: Sajans turn -
Radovan takes fire damage - display Allip (1) next to Norge. Sajan takes damage - display Guardian Zombie (2) next to Quang
"
Hand: Keen Rapier, The Joke (harrow), Blessing of the Ancients, Burglar (Core), Humanbane Rapier, Red Leathers,
Displayed:
Deck: 3 Discard: 6 Buried: 4
Current Location: Storehouse
Hero Points: 3/3
Reroll used? No
NOTES:
Available Support: Feel free to use my blessing(s).
Movement: Move me to wherever the most characters are or to where cogsnap is when my location closes.
Displayed cards next to Devil Form(s):
Devil Form Quang (OOC d6): Enormous Reefclaw (3), Guardian Zombie (2)
Devil Form Norge (IC d8): Troll (2), Hell Hound (1), Allip (1)
Middle of Deck (Unknown Order): Alaeron, Appleslayer
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)
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). Once per turn, when a local character suffers damage from a bane, display a new monster 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.
When you suffer (□ or a local character suffers) Fire, Poison, or Ranged Combat damage, reduce it by 1.
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)
Ezren the Explorer |
During Cogsnap's turn discard Force Missile (Core) to fire damage. Send Bound Imp to recovery to draw 2 cards: Enhance and The Rabbit Prince.
Ezren attempts to recover all cards in their Recovery pile.
Bound Imp (Core): Arcane 8: 1d12 + 4 ⇒ (11) + 4 = 15 -> Bound Imp (Core) recharged.
leech self at start of Radovan's turn: 1d4 - 1 ⇒ (3) - 1 = 2
Hand: Enhance, Fate-reader Lenses, The Rabbit Prince, Soothing Word 2, The Unveiling, Lightning Bolt,
Displayed: Keppira D’bear, Thousand Bones,
Deck: 18 Discard: 3 Buried: 0
"Current Location: Manor
Hero Points: 5"
"NOTES:
Available Support: Folio reroll:
Blessings are available for use.Keppira D’bear: • On all checks against Undead banes, add 1d4.
Fate-reader Lenses: On any Perception check, reveal to add 1d10.
Enhance: Freely display next to a local character and choose a skill. While displayed: On their checks using that skill, add 1 + #.
At the end of the turn, banish. (Note: For best results pick Str/Dex/Con/Int/Wis/Cha)The Unveiling: Banish or shuffle into another character's deck to remove a scourge from any character.
Movement: Move me to Shrine if my location closes.
Other: Hi I'm Ezren! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): The First, Spellbook (Core), Leech, Fiery Glare (Core), Bound Imp (Core), The Inquisitor, Locate Object (Core), Force Missile (Core), Drums Of Haste, Wall of Light, Fly (Core), Gem of Mental Acuity (Core), Fool’s Gold, Harrowstrike, Mist Horn (Core), Ambrosia, Cat (Core), False Life
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Wisdom d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Arcane Intelligence +2
Craft Intelligence +1
Knowledge Intelligence +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ ☐ ☐ ☐
Proficiencies:
Arcane
POWERS:
At the start of your turn, you may examine the top card of your deck; if it is a spell, you may draw it. (☐ Then you may recharge the top card of your deck.)
On your turn, you may recharge a spell to examine the top card of your location. If you do, you may discard ([x] or recharge) a card to explore.
On local check against a Magic card, you may recharge a card to add 1d4 (☐ 1d6).
At the start of each scenario, after drawing starting hands, Ezren may discard a new Harrow blessing.
Radovan - Katlyn99 |
Hourglass Discard: The Eclipse
WHEN THIS IS THE HOUR: On your Intelligence or Wisdom check, the difficulty is increased by 3.
Move: Move to Manor
Explore: Red Mantis Assassin
Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6.
Bury Guardian Zombie (2)
Wisdom 4+3+3: 1d6 + 1d6 + 2 ⇒ (3) + (1) + 2 = 6
Check increased by:
1d6 ⇒ 5
Reload humanbane rapier, banish Troll (2), discard BotAncients
Combat 10+3+3+5+4: 1d8 + 3 + 1d4 + 1 + 1d6 + 1 + 1d8 + 1d4 + 1d8 + 2 + 1d8 ⇒ (6) + 3 + (3) + 1 + (4) + 1 + (2) + (1) + (6) + 2 + (2) = 31
When Closing: Succeed at a Charisma or Diplomacy 5+# check.
Bury Enormous Reefclaw (3) and reveal red leathers to auto succeed
When Permanently Closed: Search your deck for a card and draw it.
Draw - Alaeron
I think we win!
"
Hand: Keen Rapier, The Joke (harrow), Alaeron, Burglar (Core), Humanbane Rapier, Red Leathers, Appleslayer,
Displayed:
Deck: 1 Discard: 7 Buried: 4
Current Location: Storehouse
Hero Points: 3/3
Reroll used? No
NOTES:
Available Support: Feel free to use my blessing(s).
Movement: Move me to wherever the most characters are or to where cogsnap is when my location closes.
Displayed cards next to Devil Form(s):
Devil Form Quang (OOC d6):
Devil Form Norge (IC d8): Hell Hound (1), Allip (1)
Middle of Deck (Unknown Order): 0
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)
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). Once per turn, when a local character suffers damage from a bane, display a new monster 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.
When you suffer (□ or a local character suffers) Fire, Poison, or Ranged Combat damage, reduce it by 1.
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)