[PACS] [Gameday IX] A Night at Bloodthorne Manor [BR Mork] (Inactive)

Game Master MorkXII


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Gameplay thread for Gameday IX - A Night at Bloodthorne Manor, run by BR Mork (more info to follow).


A Night at Bloodthorne Manor
Her breath caught in her throat. Her palms slipped, too sweaty to grasp the door handle glimmering in the setting sun. For a moment, she hesitated... but the snickering of her companions spurred her. She wiped her hand on her shirt, straightened her shoulders, and barged into the abandoned manor.

Her sister and friends had teased her about being afraid to open the door. She let the door swing nearly closed. Utterly silent, she waited, listening to them whisper outside.

“Mally?” her sister called, tentatively. “Are you okay in there?”

Mally stifled a giggle and held perfectly still. The door squeaked again. Henda, her older sister, peeked inside. Her face pinched with worry, Henda was blinded by the setting sun. As she turned to speak to the others, Mally took her chance, leaping forward with a blood-curdling
shriek.

Henda’s scream hurt Mally’s ears. She collapsed in a fit of giggles as Henda clung to her friend Tilso.

“Are you okay?” The dwarven boy’s voice wavered a little. He shot concerned glances at the dark depths of the house.

Swaggering from her success, Mally poked around the room’s sparse furniture. To her untrained eye, everything seemed of excellent quality, though a thick layer of dust covered every surface.

“Scaredy cats!” Mally announced. “Nothing in here but mice.”

Henda stomped her foot. “It’s not funny! You’d have screamed, too.” She shoved Mally, maybe a little harder than she intended. “I’ll bet you can’t spend a whole night in there.”

“Well, I bet you can’t, either!” Mally yelled.

Halurian looked interested for the first time. “I dare everyone to spend a whole night in the house!” the half-elf said. “I’ll bet none of you can.”
Tilso went white and started to protest. The others overrode him.

They all ventured into the house. Tilso stayed close to Halurian, his stout frame sticking out to either side of Halurian’s gangly form. Halurian surveyed the surroundings with interest, seeking a way to scare the other children.

Halurian shoved their foot under a hat stand. Something small and furry shot out, running across Tilso’s foot. He jumped back, bumping into the door, which crashed closed. Tilso’s scream wasn’t quite as deafening as Henda’s, but it sent the mouse fleeing into the darkness.

“It’s a good thing no one’s here,” Halurian scoffed. “You lot could raise the dead with your ruckus.”

Mally sniffed and stomped down the hallway. “It’s just us! Everyone just makes up those stories to keep kids from having fun. Nothing bad is going to happen.”

A distant wail sounded from within the house.

“Wait, I thought I heard something!” Tilso exclaimed. They all stopped, clumping together, and listened intently. Mally snapped at Tilso, trying to reassure herself, “Hey, cut it out! I told you there’s nothing here but mice.” Determined to prove her bravery, she ran to the nearest door and threw it open. It was an old dining hall, its table set with porcelain and silver. As she stepped inside, the table’s candles flickered to life, burning with golden light.

DURING THIS ADVENTURE:

  • The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.


  • BM-1A: A Ghostly Welcome
    Mally stared at the golden candlelight. The flickering extended, touching Mally’s hand, before resolving itself into the misty shape of a young boy.

    “I—I’m Mally,” she said, her voice as brave as she could make it. “I’m sorry we disturbed you.”
    The glowing form smiled and nodded.

    Mally turned to her friends. “I think we’re—where’s Tilso?”

    From the tales you heard of Tregan, a town straddling Taldor’s border with revolutionary Galt, you expected it to be a place of adventure and intrigue, a wellspring of inspiration for your latest tales. The reality has proven far more mundane. Even here, in a bustling tavern where the ale flows freely, the conversation has been disappointingly ordinary. The tavern doors slam open, jolting you out of your thoughts.

    A young dwarf barges into the room and drops to his knees, his breath coming in gasps.

    “We—we went to the haunted manor,” he explains, coughing. “They wanted to spend the night. Show everyone it was just a bunch of stupid stories.”

    An elder dwarf picks up a stool, setting it behind the boy and helping him onto the seat. “Breathe, son. What happened? Who is ‘we’?”

    The boy sputters, “Everyone’s still in the manor. The ghosts got them. I was the only one who got out!”

    A nervous elf wearing an oversized shawl asks, “Was Halurian there? Oooh, my child’s always finding trouble. Please tell me you didn’t drag them into this.”

    The dwarf warns, “Tilso, you better not be pulling my leg. Tell everyone what happened.”

    “Uncle Rogrin! It was Mally’s idea! Me and Mally and Henda and Halurian went up to Bloodthorne Manor. We were gonna spend the night and come back tomorrow after the sun came up. But then there was a scream and ghosts appeared and I ran and when I looked back no one was following me and they’re all trapped in that house!”

    Rogrin sighs, “Or they aren’t as quick to spook as you when an old floorboard creaks or the wind howls. I’ll go get ’em and bring ’em home.” Several others in the room stand and join Rogrin, including the woman in the oversized shawl.

    Tilso cries, “No! It’s not safe! The ghosts will get you too!”

    Finally, some excitement. You clear your throat and offer your assistance. If the place really is haunted, this wouldn’t be your first time tangling with ghosts.

    Rogrin looks you up and down and then nods. “All right, you can come with us. Hear that, Tilso? We got some ghost hunters with us. Now go home.” Tilso thanks you before scampering off.

    You and the others take a short walk under a clear night sky. Soon, you reach a dilapidated manor. Rogrin throws open the door. Halurian’s mother calls out, “Halurian, are you in there? Come down here this instant!” In response, the floorboards creak. An eerie blue light fills the entryway, gathering into a chorus of wailing spectres.

    Looks like this place is haunted after all!

    LOCATIONS:
    1-Manor
    1-Reading Room
    2-Graveyard
    3-Library
    4-Office
    5-Twisting Passages
    6-Repository

    SETUP:

  • Before building the locations, set aside the monster Ghost.
  • After preparing the story banes, reload a Proxy B into each location.

    STORY BANES:

  • Villain: none
  • Closing henchmen: the monster Ghosts-Proxy A
  • Danger: the monster Ghost

    DURING THIS SCENARIO:

  • When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.
  • On your check, you may recharge # cards to add 1d4 and the Magic trait.
    Ghost:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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


  • Harrows(P, A, E): 1d9 + 1d8 + 1d7 ⇒ (1) + (2) + (3) = 6.

    Poog: The Carnival
    Arabundi: The Eclipse
    Erasmus: The Lost

    The Carnival:
    The Carnival
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Acrobatics
    4+#

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

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

    The Eclipse:
    The Eclipse
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Intelligence or Wisdom check, the difficulty is increased by 3.

    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.

    The Lost:
    The Lost
    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.


    During This Adventure: Standalone Adventure 1-A Night at Bloodthorne Manor

  • The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
  • #=3.

    During This Scenario: BM-1A: A Ghostly Welcome
    SETUP:

  • Before building the locations, set aside the monster Ghost.
  • After preparing the story banes, reload a Proxy B into each location.

    STORY BANES:

  • Villain: none
  • Closing henchmen: the monster Ghosts-Proxy A
  • Danger: the monster Ghost

    DURING THIS SCENARIO:

  • When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.
  • On your check, you may recharge # cards to add 1d4 and the Magic trait.
    Ghost:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Boggart
    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 2
    Spoiler:
    Ghast
    Monster 3

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    13+##

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

    Monster 3
    Spoiler:
    Enormous Reefclaw
    Monster 3

    Traits
    Aberration
    Aquatic

    Check
    Combat
    19

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

    Monster 4
    Spoiler:
    Vampire Spawn
    Monster 2

    Traits
    Undead
    Vampire

    Check
    Combat
    15

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

    Monster 5
    Spoiler:
    Metal Cobra
    Monster 2

    Traits
    Construct

    Check
    Combat
    12
    OR
    Craft
    8

    Powers
    Immune to Mental and Poison.
    Resistant to Melee and Ranged.
    If undefeated, suffer the scourge Poisoned.

    Random Barriers:
    Barrier 1
    Spoiler:
    Death’s Breath Door
    Barrier 2

    Traits
    Lock
    Trap

    Check
    Strength
    Dexterity
    Disable
    Divine
    10

    Powers
    If undefeated, mark this barrier’s location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

    Barrier 2
    Spoiler:
    Foes On All Sides
    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.

    Barrier 3
    Spoiler:
    Symbol Of Fear
    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 4
    Spoiler:
    Secret Stockpile
    Barrier 2

    Traits
    Cache
    Lock

    Check
    Dexterity
    Disable
    9
    OR
    Wisdom
    Perception
    11

    Powers
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.

    Barrier 5
    Spoiler:
    Wall Of Lightning
    Barrier 3

    Traits
    Obstacle
    Construct
    Elemental
    Electricity

    Check
    Dexterity
    Constitution
    Acrobatics
    Fortitude
    10

    Powers
    After acting, suffer 1d4+1 Electricity damage.
    If undefeated, reload this barrier into its location.

    Random Weapons:
    Weapon 1
    Spoiler:
    Lucky Starknife
    Weapon 2

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    11

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
    On a local combat check, after the roll, freely recharge to add 1d4.
    You may use this power even if you have previously revealed this card on this check.

    Weapon 2
    Spoiler:
    Acidic Bolas
    Weapon 3

    Traits
    Chain
    Ranged
    Bludgeoning
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.

    Weapon 3
    Spoiler:
    Seeking Longbow
    Weapon 3

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character’s combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 4
    Spoiler:
    Dragonbane Greatsword
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
    If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 5
    Spoiler:
    Elven Curve Blade
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Restorative Touch
    Spell 3

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Spell 2
    Spoiler:
    Deathgrip
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spell 3
    Spoiler:
    Elemental Treaty
    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 4
    Spoiler:
    Fly
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spell 5
    Spoiler:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    11

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Glamered Leather Armor
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    7

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

    Armor 2
    Spoiler:
    Magic Spiked Full Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Display. While displayed:
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Armor 3
    Spoiler:
    Magic Spiked Breastplate
    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 4
    Spoiler:
    Full Plate
    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 5
    Spoiler:
    Grounded Studded Leather
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    11

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

    Random Items:
    Item 1
    Spoiler:
    Wand Of Acid Burst
    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 2
    Spoiler:
    Elixir Of Focus
    Item 2

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    8

    Powers
    On a local non-combat check, banish to add the character’s Intelligence or Craft skill.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 10 check to recharge this card.

    Item 3
    Spoiler:
    Wayfinder
    Item 3

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    10

    Powers
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.

    Item 4
    Spoiler:
    Harrow Deck
    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 5
    Spoiler:
    White War Paint
    Item 2

    Traits
    Liquid
    Paint

    Check
    Melee
    Divine
    5

    Powers
    Display. While displayed:
    • On your checks against Undead banes, add 1d8.
    • When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Random Allies:
    Ally 1
    Spoiler:
    Bound Homunculus
    Ally 2

    Traits
    Construct
    Magic

    Check
    Intelligence
    Arcane
    Craft
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

    Ally 2
    Spoiler:
    Sergeant-at-arms
    Ally 2

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Knowledge
    10

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

    Ally 3
    Spoiler:
    Riding Allosaurus
    Ally 2

    Traits
    Animal
    Mount
    Loot

    Check
    Wisdom
    Charisma
    Survival
    14

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

    Ally 4
    Spoiler:
    Bodyguard
    Ally 1

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    Fortitude
    6

    Powers
    When a local character suffers damage, recharge to reduce it by 3.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Ally 5
    Spoiler:
    Priest Of Asmodeus
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Forge
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Craft
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, add 1 for each type of boon played.

    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.

    Blessing 2
    Spoiler:
    The Trumpet
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Divine
    4+#

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

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

    Blessing 3
    Spoiler:
    The Midwife
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

    When a local character would encounter a boon or a non–story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non–story bane, you may exchange it with a new one of the same type instead.

    Blessing 4
    Spoiler:
    The Joke
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Craft
    4+#

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

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

    Blessing 5
    Spoiler:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

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

    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

    Turn: 1 Poog/MorkXII

    Top of Blessing Discard Pile: Iomedae’s Justice - When this is the hour: On your check against an Outsider card, add 1d4.

    Top Blessing:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Arabundi)
    Spoiler:
    The Juggler
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

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

    On another character’s check, freely discard to reroll a die.
    Discard to explore.

    Blessings Deck Card 2 (Turn 3 Erasmus)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 3 (Turn 4 Poog)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.

    Blessings Deck Card 4 (Turn 5 Arabundi)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 5 (Turn 6 Erasmus)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 6 (Turn 7 Poog)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

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

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

    Blessings Deck Card 7 (Turn 8 Arabundi)
    Spoiler:
    Lady Luck
    Blessing 3

    Traits
    Deity: Desna
    Divine

    Check
    Wisdom
    Divine
    Perception
    8

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

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

    Blessings Deck Card 8 (Turn 9 Erasmus)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 9 (Turn 10 Poog)
    Spoiler:
    The Desert
    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.

    Blessings Deck Card 10 (Turn 11 Arabundi)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 11 (Turn 12 Erasmus)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Blessings Deck Card 12 (Turn 13 Poog)
    Spoiler:
    Lady Of Valor
    Blessing 3

    Traits
    Deity: Iomedae
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Blessings Deck Card 13 (Turn 14 Arabundi)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 14 (Turn 15 Erasmus)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.

    Blessings Deck Card 15 (Turn 16 Poog)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 16 (Turn 17 Arabundi)
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your non-combat check against a bane is blessed.

    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

    Blessings Deck Card 17 (Turn 18 Erasmus)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 18 (Turn 19 Poog)
    Spoiler:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

    Blessings Deck Card 19 (Turn 20 Arabundi)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 20 (Turn 21 Erasmus)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your non-Attack combat check, add 1.

    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 21 (Turn 22 Poog)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 22 (Turn 23 Arabundi)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 23 (Turn 24 Erasmus)
    Spoiler:
    The Healing Light
    Blessing 3

    Traits
    Deity: Sarenrae
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    Characters cannot suffer scourges.

    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.

    Blessings Deck Card 24 (Turn 25 Poog)
    Spoiler:
    Gozreh’s Growth
    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.

    Blessings Deck Card 25 (Turn 26 Arabundi)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 26 (Turn 27 Erasmus)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 27 (Turn 28 Poog)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 28 (Turn 29 Arabundi)
    Spoiler:
    The All-seeing Eye
    Blessing 3

    Traits
    Deity: Nethys
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you would examine the top card of a location, you may examine the top 2 cards instead.

    On any check, discard to bless.
    On an Intelligence or Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order, then explore.

    Blessings Deck Card 29 (Turn 30 Erasmus)
    Spoiler:
    The Vision
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.

    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.

    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 ?:2

    Manor Card 1 - Henchman Proxy B:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Manor Card 2:
    Symbol Of Sleep
    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.

    Manor Card 3:
    Bloodscent
    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.

    Manor Card 4:
    Gem Of Physical Prowess
    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.

    Manor Card 5:
    Mithral Chain Shirt
    Armor 2

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    9

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

    Manor Card 6:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Manor Card 7:
    Fire Bolt
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Manor Card 8:
    Plaguebringer’s Mask
    Item 2

    Traits
    Accessory
    Magic
    Disease

    Check
    Intelligence
    Craft
    11

    Powers
    On your combat check or your check against a Disease card, reload to add 1d8.
    When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.

    Manor Card 9:
    Fox
    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.

    Manor Card 10:
    Eries Yelloweyes
    Ally 2

    Traits
    Lycanthrope
    Hireling

    Check
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local Dexterity check or a local check before acting, recharge to add 1d6.
    Discard to explore. This exploration, you cannot suffer scourges.

    Manor Card 11:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Reading Room
    Traits: Sacred, Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M:1 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:3 ?:2

    Reading Room Card 1 - Henchman Proxy B:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Reading Room Card 2:
    Accursed Priest
    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.

    Reading Room Card 3:
    Our Lord In Iron
    Blessing 3

    Traits
    Deity: Gorum
    Divine

    Check
    Divine
    Melee
    Ranged
    8

    Powers
    WHEN THIS IS THE HOUR
    On your combat check, you may reveal any number of weapons; for each, add 1.

    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

    Reading Room Card 4:
    The First
    Blessing 3

    Traits
    Deity: Asmodeus
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Reading Room Card 5:
    Gem Of Mental Acuity
    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.

    Reading Room Card 6:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Reading Room Card 7:
    Enchant Weapon
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    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.

    Reading Room Card 8:
    Bound Imp
    Ally 1

    Traits
    Outsider
    Devil

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Reading Room Card 9:
    Dragon’s Breath
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    11

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

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

    Reading Room Card 10:
    Symbol Of Insanity
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

    Powers
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

    Reading Room Card 11:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Graveyard
    Traits: Sacred, Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:2

    Graveyard Card 1 - Henchman Proxy B:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Graveyard Card 2:
    Dire Lion
    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.

    Graveyard Card 3:
    Sable Company Hide
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    11

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

    Graveyard Card 4:
    Keen Rapier
    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.

    Graveyard Card 5:
    Garden Guardian
    Monster 3

    Traits
    Outsider
    Plant

    Check
    Combat
    15

    Powers
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.

    Graveyard Card 6:
    Sable Company Leathers
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Acrobatics
    Fortitude
    10

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

    Graveyard Card 7:
    Ghastly Runes
    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.

    Graveyard Card 8:
    Strangler
    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.

    Graveyard Card 9:
    Spiked Volley
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    9

    Powers
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

    Graveyard Card 10:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Graveyard Card 11:
    Minotaur
    Monster 2

    Traits
    Minotaur

    Check
    Combat
    15
    OR
    Fortitude
    8

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

    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 ?:2

    Library Card 1 - Henchman Proxy B:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 2:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Library Card 3:
    Enervation
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

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

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

    Library Card 4:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 5:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

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

    Library Card 6:
    Enlarge
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

    Powers
    Display next to a local character.
    While displayed:
    • This character’s Strength and Constitution dice are each d12.
    • At the end of the turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Library Card 7:
    Bastion Boots
    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.

    Library Card 8:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Library Card 9:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Library Card 10:
    Circlet Of Mental Acuity
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

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

    Library Card 11:
    Life Drain
    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.


  • Poog starts at the Reading Room.

    Poog wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d4
    CONSTITUTION d8
    INTELLIGENCE d6
    WISDOM d10 +2
    Divine +2
    Survival +1
    CHARISMA d6

    Powers
    Hand Size: 5 [X2] 6
    Proficient with: Light Armors Weapons
    When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X1] or 2 random cards) from her discard pile into her deck.
    Add 1d6 (☐ +1) to your check that invokes the Animal or Fire trait.
    After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (☐ recharge a random card from your discard pile and) draw a card.

    Favored Card Type: Blessing
    Weapon 2 ☐ 3 ☐ 4
    Spell 3 [X1] 4 [X2] 5
    Armor 1 ☐ 2
    Item 2 ☐ 3
    Ally 2 ☐ 3 ☐ 4
    Blessing 5 ☐ 6 ☐ 7

    Hand: Dogslicer, Cure, Twisted Space, Dogfinder, Poog of Zarongel, Blessing of the Spellbound, The Carnival
    Displayed: 0
    Deck: 11 Discard: 0 Buried: 0
    Hero Points: 0 Shirt Reroll Available (BM-A): Yes
    Notes: Use blessings as needed for banes or AD3 deck upgrades.

    Cure:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Checks
    Wisdom
    Divine
    6

    Powers
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Twisted Space:
    Twisted Space
    Spell 2

    Traits
    Magic
    Arcane

    Checks
    Intelligence
    Arcane
    8

    Powers
    When a character encounters a monster, banish to let them evade it; a local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Poog of Zarongel:
    Poog of Zarongel
    Ally P

    Traits
    Goblin
    Cleric

    Checks
    Charisma
    Diplomacy
    Divine
    7

    Powers
    Recharge this card to add 3 with the Fire trait to a combat check.
    Bury this card to recharge 1d4 random cards from your discard pile.
    Discard this card to explore your location.

    Blessing of the Spellbound:
    Blessing of the Spellbound
    Blessing B

    Traits
    Arcane
    Divine
    Basic

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Arcane or Divine trait.
    Discard this card to explore your location.

    The Carnival:
    The Carnival
    Blessing 0

    Traits
    Suit: Stars
    Harrow
    Veteran

    Checks
    Wisdom
    Acrobatics
    4+#

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

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


    Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

    Starting Location: Reading Room

    Favored Card: Item

    Marked Spirit: Veldira

    "

    Erasmus wrote:

    Hand: The Missing Eye, Leech, The Midwife, Sign of the Pack 2, Planchette,

    Displayed: Spirit Relatives (no role card),
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 1
    Merch Reroll used?: No
    NOTES:
    Available Support: Other local characters get +1d4 to: WIS, Divine, Perception
    Other: Current Spirit: Veldira

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Locate Object (Core), Mist Horn (Core), Sign of the Lantern Bearer, Zellara's Harrow Deck, Light Crossbow (Core), Stalking Armor, Conch Shell, Sign of the Rider, Sign of the Stranger, Mind Thrust, Sign of the Pack, Soothing Word
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d6 ☑ +1 ☐ +2
    Perception: WIS+3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: CHA+1

    Favored Card: Your Choice
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armor, Weapon, Arcane, Divine
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
    At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
    [X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

    "

    As the ghosts manifest before the party, Erasmus stands up a little straighter; his racing heart calms and he's filled with the confidence of someone who knows exactly how to appease restless spirits. "It's okay. We're here to help you." he says, a slight echo barely audible in his voice.


    Arabundi Deck Handler

    Perhaps the Graveyard will shed some clues as to the cause of so many restless spirits.

    Start at Graveyard

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Hand Crossbow, Fiery Glare, Holy Light, Wolfhide Armor, Blessing of Erastil, The Eclipse,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Graveyard
    Hero Points: 2
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks
    Other: Paizo reroll used for scenario BM-1A: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cure, Masterwork Tools, Returning Throwing Axe +1 (2), Legionnaire Chaplain, Deathbane Light Crossbow +1, Judgement Light, Snow Leopard, Staff of Minor Healing, Archers Bracers, Blessing of Tsukiyo, Blessing Of the Samurai, Blessing of Erastil (2), Returning Throwing Axe +1
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Ranged: Dexterity +3
    Constitution d10 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    - Knowledge: Intelligence +3
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    - Divine: Wisdom +1
    Charisma d4 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "


    Poog enteres the Manor looking for scary ghosts! Poog has never explored a haunted longshanks house before.

    Hour: On your check against an Outsider card, add 1d4.

    Explore: Henchman Proxy B
    Twisted Space to evade the Ghost.
    Frightened.

    Discard Blessing of the Spellbound to explore: Symbol Of Sleep
    Divine 8: 1d10 + 4 ⇒ (8) + 4 = 12 Defeated.

    Discard The Carnival to heal Blessing of the Spellbound and explore: Bloodscent
    Divine 7: 1d10 + 4 ⇒ (2) + 4 = 6 Banished.

    Twisted Space is banished (why did I even have an Arcane card??)
    Draw up to 5.

    Poog wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d4
    CONSTITUTION d8
    INTELLIGENCE d6
    WISDOM d10 +2
    Divine +2
    Survival +1
    CHARISMA d6

    Powers
    Hand Size: 5 [X2] 6
    Proficient with: Light Armors Weapons
    When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X1] or 2 random cards) from her discard pile into her deck.
    Add 1d6 (☐ +1) to your check that invokes the Animal or Fire trait.
    After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (☐ recharge a random card from your discard pile and) draw a card.

    Favored Card Type: Blessing
    Weapon 2 ☐ 3 ☐ 4
    Spell 3 [X1] 4 [X2] 5
    Armor 1 ☐ 2
    Item 2 ☐ 3
    Ally 2 ☐ 3 ☐ 4
    Blessing 5 ☐ 6 ☐ 7

    Hand: Dogslicer, Cure, Dogfinder, Poog of Zarongel, Blessing of the Gobs
    Displayed: Frightened
    Deck: 11 Discard: 1 Buried: 0
    Hero Points: 0 Shirt Reroll Available (BM-A): Yes
    Notes: Use blessings as needed for banes or AD3 deck upgrades.

    Cure:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Checks
    Wisdom
    Divine
    6

    Powers
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Poog of Zarongel:
    Poog of Zarongel
    Ally P

    Traits
    Goblin
    Cleric

    Checks
    Charisma
    Diplomacy
    Divine
    7

    Powers
    Recharge this card to add 3 with the Fire trait to a combat check.
    Bury this card to recharge 1d4 random cards from your discard pile.
    Discard this card to explore your location.

    Blessing of the Gobs:
    Blessing of the Gobs
    Blessing B

    Traits
    Divine
    Basic

    Powers
    You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
    You may treat this card as if it had the same powers as the top card of the blessings discard pile.
    If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.


    During This Adventure: Standalone Adventure 1-A Night at Bloodthorne Manor

  • The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
  • #=3.

    During This Scenario: BM-1A: A Ghostly Welcome
    SETUP:

  • Before building the locations, set aside the monster Ghost.
  • After preparing the story banes, reload a Proxy B into each location.

    STORY BANES:

  • Villain: none
  • Closing henchmen: the monster Ghosts-Proxy A
  • Danger: the monster Ghost

    DURING THIS SCENARIO:

  • When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.
  • On your check, you may recharge # cards to add 1d4 and the Magic trait.
    Ghost:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Monster 2
    Spoiler:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Monster 3
    Spoiler:
    Mimic
    Monster 2

    Traits
    Aberration
    Trap

    Check
    Combat
    15
    OR
    Wisdom
    Perception
    9

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

    Monster 4
    Spoiler:
    Will-o’-wisp
    Monster 2

    Traits
    Aberration
    Electricity

    Check
    Combat
    13

    Powers
    Immune to Attack. All damage is Electricity damage.
    After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.

    Monster 5
    Spoiler:
    Zombie
    Monster 0

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9+##

    Powers
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Random Barriers:
    Barrier 1
    Spoiler:
    Wounded Wanderer
    Barrier 1

    Traits
    Task

    Check
    Wisdom
    Craft
    Divine
    Survival
    8

    Powers
    You may bury a Healing boon to defeat this barrier.
    If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire.

    Barrier 2
    Spoiler:
    Dissident Guard
    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 3
    Spoiler:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

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

    Barrier 4
    Spoiler:
    Exploding Runes
    Barrier 2

    Traits
    Trap
    Magic
    Veteran
    Trigger

    Check
    Arcane
    Divine
    6+#
    OR
    Disable
    8+#

    Powers
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.

    Barrier 5
    Spoiler:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Giantbane Greataxe
    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.

    Weapon 2
    Spoiler:
    Frost Longbow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Cold
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Weapon 3
    Spoiler:
    Elven Curve Blade
    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.

    Weapon 4
    Spoiler:
    Deathbane Light Crossbow
    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 5
    Spoiler:
    Seeking Longbow
    Weapon 3

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character’s combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Random Spells:
    Spell 1
    Spoiler:
    Toxic Cloud
    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 2
    Spoiler:
    Elemental Treaty
    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 3
    Spoiler:
    Wall Of Light
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Loot

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    Display. While displayed:
    • For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
    • On another local character’s combat check, add 1d4 and the Magic trait.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spell 4
    Spoiler:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    11

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Spell 5
    Spoiler:
    Poison Blast
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    12

    Powers
    For your combat check, banish to use Arcane + 2d12.
    On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.

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

    Random Armors:
    Armor 1
    Spoiler:
    Archer’s Kite Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    5

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 2
    Spoiler:
    Tower Shield
    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
    Spoiler:
    Magic Leather Armor
    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 4
    Spoiler:
    Slick Leather
    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 5
    Spoiler:
    Voidglass Armor
    Armor 3

    Traits
    Heavy Armor
    Magic
    Loot

    Check
    Constitution
    Fortitude
    9

    Powers
    Display. While displayed:
    • When you suffer any damage, you may recharge to reduce it by 1.
    • When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Random Items:
    Item 1
    Spoiler:
    Wand Of Force Missile
    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
    Spoiler:
    Drums Of Panic
    Item 3

    Traits
    Instrument
    Magic

    Check
    Constitution
    Charisma
    10

    Powers
    When a local character encounters a monster, display at your location.
    While displayed:
    • When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
    • At the start of your turn, discard this card; if proficient, recharge it instead.

    Item 3
    Spoiler:
    Sacred Candle
    Item 1

    Traits
    Object
    Magic
    Divine

    Check
    Wisdom
    Divine
    10

    Powers
    Bury to draw the hour. You may not play this during an encounter.

    Item 4
    Spoiler:
    Ring Of Evasion
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Craft
    9

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

    Item 5
    Spoiler:
    Wand Of Flame
    Item 2

    Traits
    Wand
    Magic
    Arcane
    Divine
    Attack
    Fire
    Veteran

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    11

    Powers
    For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.

    Random Allies:
    Ally 1
    Spoiler:
    Priest Of Asmodeus
    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
    Spoiler:
    Clockwork Servant
    Ally 1

    Traits
    Construct

    Check
    Intelligence
    Craft
    6

    Powers
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.

    Ally 3
    Spoiler:
    Pit Gladiator
    Ally 2

    Traits
    Human
    Fighter

    Check
    Strength
    Melee
    10
    THEN
    Charisma
    Diplomacy
    9

    Powers
    On a local combat check, bury to add 2d6.
    Discard to explore; you may first draw a weapon from your discards.

    Ally 4
    Spoiler:
    Giant Slug
    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 5
    Spoiler:
    Tinker
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Mountain Man
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Blessing 2
    Spoiler:
    The Rakshasa
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

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

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

    Blessing 3
    Spoiler:
    The Waxworks
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

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

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

    Blessing 4
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 5
    Spoiler:
    The Father Of Creation
    Blessing 3

    Traits
    Deity: Torag
    Divine

    Check
    Strength
    Craft
    Divine
    8

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

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore. This exploration, when any character suffers damage, reduce it by 2.

    Turn: 2 Arabundi/Gimry

    Top of Blessing Discard Pile: The Juggler - When this is the hour: On your check, you may discard a card to reroll a die showing 1.

    Top Blessing:
    The Juggler
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

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

    On another character’s check, freely discard to reroll a die.
    Discard to explore.


    Blessings Remaining: 28
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 3 Erasmus)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 2 (Turn 4 Poog)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.

    Blessings Deck Card 3 (Turn 5 Arabundi)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 4 (Turn 6 Erasmus)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 5 (Turn 7 Poog)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

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

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

    Blessings Deck Card 6 (Turn 8 Arabundi)
    Spoiler:
    Lady Luck
    Blessing 3

    Traits
    Deity: Desna
    Divine

    Check
    Wisdom
    Divine
    Perception
    8

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

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

    Blessings Deck Card 7 (Turn 9 Erasmus)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 8 (Turn 10 Poog)
    Spoiler:
    The Desert
    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.

    Blessings Deck Card 9 (Turn 11 Arabundi)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 10 (Turn 12 Erasmus)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Blessings Deck Card 11 (Turn 13 Poog)
    Spoiler:
    Lady Of Valor
    Blessing 3

    Traits
    Deity: Iomedae
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Blessings Deck Card 12 (Turn 14 Arabundi)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 13 (Turn 15 Erasmus)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.

    Blessings Deck Card 14 (Turn 16 Poog)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 15 (Turn 17 Arabundi)
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your non-combat check against a bane is blessed.

    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

    Blessings Deck Card 16 (Turn 18 Erasmus)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 17 (Turn 19 Poog)
    Spoiler:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

    Blessings Deck Card 18 (Turn 20 Arabundi)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 19 (Turn 21 Erasmus)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your non-Attack combat check, add 1.

    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 20 (Turn 22 Poog)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 21 (Turn 23 Arabundi)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 22 (Turn 24 Erasmus)
    Spoiler:
    The Healing Light
    Blessing 3

    Traits
    Deity: Sarenrae
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    Characters cannot suffer scourges.

    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.

    Blessings Deck Card 23 (Turn 25 Poog)
    Spoiler:
    Gozreh’s Growth
    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.

    Blessings Deck Card 24 (Turn 26 Arabundi)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 25 (Turn 27 Erasmus)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 26 (Turn 28 Poog)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 27 (Turn 29 Arabundi)
    Spoiler:
    The All-seeing Eye
    Blessing 3

    Traits
    Deity: Nethys
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you would examine the top card of a location, you may examine the top 2 cards instead.

    On any check, discard to bless.
    On an Intelligence or Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order, then explore.

    Blessings Deck Card 28 (Turn 30 Erasmus)
    Spoiler:
    The Vision
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.

    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.

    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:1 W:0 Sp:1 Ar:1 I:2 Al:2 Bl:0 ?:1
    Located here: Poog

    Manor Card 1:
    Gem Of Physical Prowess
    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.

    Manor Card 2:
    Mithral Chain Shirt
    Armor 2

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    9

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

    Manor Card 3:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Manor Card 4:
    Fire Bolt
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Manor Card 5:
    Plaguebringer’s Mask
    Item 2

    Traits
    Accessory
    Magic
    Disease

    Check
    Intelligence
    Craft
    11

    Powers
    On your combat check or your check against a Disease card, reload to add 1d8.
    When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.

    Manor Card 6:
    Fox
    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.

    Manor Card 7:
    Eries Yelloweyes
    Ally 2

    Traits
    Lycanthrope
    Hireling

    Check
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local Dexterity check or a local check before acting, recharge to add 1d6.
    Discard to explore. This exploration, you cannot suffer scourges.

    Manor Card 8:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Reading Room
    Traits: Sacred, Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M:1 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:3 ?:2
    Located here: Erasmus

    Reading Room Card 1 - Henchman Proxy B:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Reading Room Card 2:
    Accursed Priest
    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.

    Reading Room Card 3:
    Our Lord In Iron
    Blessing 3

    Traits
    Deity: Gorum
    Divine

    Check
    Divine
    Melee
    Ranged
    8

    Powers
    WHEN THIS IS THE HOUR
    On your combat check, you may reveal any number of weapons; for each, add 1.

    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

    Reading Room Card 4:
    The First
    Blessing 3

    Traits
    Deity: Asmodeus
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Reading Room Card 5:
    Gem Of Mental Acuity
    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.

    Reading Room Card 6:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Reading Room Card 7:
    Enchant Weapon
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    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.

    Reading Room Card 8:
    Bound Imp
    Ally 1

    Traits
    Outsider
    Devil

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Reading Room Card 9:
    Dragon’s Breath
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    11

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

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

    Reading Room Card 10:
    Symbol Of Insanity
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

    Powers
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

    Reading Room Card 11:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Graveyard
    Traits: Sacred, Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:2
    Located here: Arabundi

    Graveyard Card 1 - Henchman Proxy B:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Graveyard Card 2:
    Dire Lion
    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.

    Graveyard Card 3:
    Sable Company Hide
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    11

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

    Graveyard Card 4:
    Keen Rapier
    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.

    Graveyard Card 5:
    Garden Guardian
    Monster 3

    Traits
    Outsider
    Plant

    Check
    Combat
    15

    Powers
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.

    Graveyard Card 6:
    Sable Company Leathers
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Acrobatics
    Fortitude
    10

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

    Graveyard Card 7:
    Ghastly Runes
    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.

    Graveyard Card 8:
    Strangler
    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.

    Graveyard Card 9:
    Spiked Volley
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    9

    Powers
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

    Graveyard Card 10:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Graveyard Card 11:
    Minotaur
    Monster 2

    Traits
    Minotaur

    Check
    Combat
    15
    OR
    Fortitude
    8

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

    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 ?:2

    Library Card 1 - Henchman Proxy B:
    Henchman Proxy B
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 2:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Library Card 3:
    Enervation
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

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

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

    Library Card 4:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 5:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

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

    Library Card 6:
    Enlarge
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

    Powers
    Display next to a local character.
    While displayed:
    • This character’s Strength and Constitution dice are each d12.
    • At the end of the turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Library Card 7:
    Bastion Boots
    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.

    Library Card 8:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Library Card 9:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Library Card 10:
    Circlet Of Mental Acuity
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

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

    Library Card 11:
    Life Drain
    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.


  • Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: The Juggler
    Hour Power:On your check, you may discard a card to reroll a die showing 1.

    Upon entering the Graveyard, I am quickly jumped by the ghost of a lost soul.

    Ghost:

    Monster 1
    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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

    Divine 17(11+6): 1d8 + 2 + 2d12 ⇒ (8) + 2 + (12, 7) = 29

    Roll Details:

    Divine - 1d8+2
    Holy Light (Undead) - 2d12

    Luckily my years in the wild have taught me a thing or two about the cursed undead that require peace. However, there was something unnatural about this particular spirit that doesn't feel right.

    Suffer Frightened from scenario power

    Arabundi ends his turn.
    Arabundi attempts to recover all cards in his Recovery pile.
    Holy Light: Divine 10: 1d8 + 2 + 4 ⇒ (7) + 2 + 4 = 13 -> Holy Light recharged.
    Arabundi resets his hand.

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Hand Crossbow, Fiery Glare, Wolfhide Armor, Blessing of Erastil, The Eclipse,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Graveyard
    Hero Points: 2 // Arabundi has the following scourges marked:
    Frightened:
    While Marked:
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

    When your location is closed, you may remove this scourge.


    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks
    Other: Paizo reroll used for scenario BM-1A: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Masterwork Tools, Returning Throwing Axe +1, Legionnaire Chaplain, Snow Leopard, Blessing of Tsukiyo, Returning Throwing Axe +1 (2), Blessing of Erastil (2), Blessing Of the Samurai, Judgement Light, Staff of Minor Healing, Deathbane Light Crossbow +1, Cure, Archers Bracers
    Recharged: Holy Light,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Ranged: Dexterity +3
    Constitution d10 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    - Knowledge: Intelligence +3
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    - Divine: Wisdom +1
    Charisma d4 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "


    Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

    Hour is Incitation: No effect

    Erasmus moves to the Library to appease the lurking spirit there.

    As soon as he enters, the door slams behind him and books hurtle off the shelves in his direction. He dodges the books and sits down on a nearby chair as a second volley begins to hover in the air. The echo returns to his voice, "I'm not here to harm you or use your home to prove my worth. I just want to talk." Encounter Proxy B and the ghost. Recharging The Missing Eye, Leech, and Sign of the Pack to use scenario power

    Divine 9: 1d6 + 2d4 + 4 ⇒ (2) + (3, 4) + 4 = 13

    A few minutes later the books fall to the ground. That spirit was easy to appease but a nagging thought shakes Erasmus to his core: What happened here that prevented all these spirits from passing on? Gain frightened

    As he goes to leave, one last book falls from a shelf. A harrow card that was used as a bookmark falls out: Card 2: The Idiot. Erasmus tries not to take it personally as he realizes his job isn't complete yet. Play Planchette, looking for spell. Find Blessing

    Recover Planchette Perception 6: 1d6 + 1d4 + 7 ⇒ (4) + (1) + 7 = 12

    "

    Erasmus wrote:

    Hand: Sign of the Stranger, Sign of the Lantern Bearer, The Midwife, Soothing Word, Sign of the Pack,

    Displayed: Spirit Relatives (no role card),
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 1
    Merch Reroll used?: No // Erasmus has the following scourges marked:
    Frightened:
    While Marked:
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

    When your location is closed, you may remove this scourge.


    NOTES:
    Available Support: Other local characters get +1d4 to: WIS, Divine, Perception

    (Signs can copy other signs in my hand)
    Sign of the Pack: Discard to bless, recharge vs Blessings
    Other: Current Spirit: Veldira

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Locate Object (Core), Conch Shell, Zellara's Harrow Deck, Stalking Armor, Mind Thrust, Sign of the Rider, Light Crossbow (Core), Mist Horn (Core)
    Recharged: The Missing Eye, Sign of the Pack 2, Leech, Planchette,
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d6 ☑ +1 ☐ +2
    Perception: WIS+3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: CHA+1

    Favored Card: Your Choice
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armor, Weapon, Arcane, Divine
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
    At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
    [X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

    "


    Poog is excited to meet ghosts - Poog likes how he can see through them to make sure there is nothing on the other side. He moves to the Reading Room to see if he can find more.

    Explore: Proxy B
    Summon Ghost.
    Frightened damage: 1d4 - 1 ⇒ (4) - 1 = 3. Ouch. Discard Dogfinder, Blessing of the Gobs, Dogslicer
    Recharge Poog of Zarongel for +3+Fire, which adds +d6 from char power. Asking for a d4 from Arabundi and a blessing from someone
    Combat 11+##=19: 1d8 + 1 + 3 + 1d6 + 1d4 + 1d8 ⇒ (7) + 1 + 3 + (5) + (2) + (3) = 21 Defeated.

    Ghosts are mean! Poog did not know that! That Ghost really scared Poog. Poog does not like ghosts anymore.

    Cast Cure to heal 1d4 + 1 ⇒ (3) + 1 = 4 cards: all 4.

    Recover Cure Divine 8: 1d10 + 4 ⇒ (1) + 4 = 5 Discarded.

    Draw up to 6.

    Poog wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d4
    CONSTITUTION d8
    INTELLIGENCE d6
    WISDOM d10 +2
    Divine +2
    Survival +1
    CHARISMA d6

    Powers
    Hand Size: 5 [X2] 6
    Proficient with: Light Armors Weapons
    When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X1] or 2 random cards) from her discard pile into her deck.
    Add 1d6 (☐ +1) to your check that invokes the Animal or Fire trait.
    After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (☐ recharge a random card from your discard pile and) draw a card.

    Favored Card Type: Blessing
    Weapon 2 ☐ 3 ☐ 4
    Spell 3 [X1] 4 [X2] 5
    Armor 1 ☐ 2
    Item 2 ☐ 3
    Ally 2 ☐ 3 ☐ 4
    Blessing 5 ☐ 6 ☐ 7

    Hand: Cauterize, Fire Sneeze, Pyrotechnic Blast, Blessing of the Gobs, Blessing of the Spellbound, The Carnival
    Displayed: Frightened
    Deck: 10 Discard: 1 Buried: 0
    Hero Points: 0 Shirt Reroll Available (BM-A): Yes
    Notes: Use blessings as needed for banes or AD3 deck upgrades.

    Cauterize:
    Cauterize
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Healing
    Fire

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    9

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill +2d8; a character at your location is dealt 1 Fire damage.
    Discard this card and choose a character at your location. That character discards a card, then shuffles 1d4+1 cards from his discard pile into his deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.

    Blessing of the Gobs:
    Blessing of the Gobs
    Blessing B

    Traits
    Divine
    Basic

    Powers
    You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
    You may treat this card as if it had the same powers as the top card of the blessings discard pile.
    If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

    Blessing of the Spellbound:
    Blessing of the Spellbound
    Blessing B

    Traits
    Arcane
    Divine
    Basic

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Arcane or Divine trait.
    Discard this card to explore your location.

    The Carnival:
    The Carnival
    Blessing 0

    Traits
    Suit: Stars
    Harrow
    Veteran

    Checks
    Wisdom
    Acrobatics
    4+#

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

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


    During This Adventure: Standalone Adventure 1-A Night at Bloodthorne Manor

  • The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
  • #=3.

    During This Scenario: BM-1A: A Ghostly Welcome
    SETUP:

  • Before building the locations, set aside the monster Ghost.
  • After preparing the story banes, reload a Proxy B into each location.

    STORY BANES:

  • Villain: none
  • Closing henchmen: the monster Ghosts-Proxy A
  • Danger: the monster Ghost

    DURING THIS SCENARIO:

  • When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.
  • On your check, you may recharge # cards to add 1d4 and the Magic trait.
    Ghost:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Mimic
    Monster 2

    Traits
    Aberration
    Trap

    Check
    Combat
    15
    OR
    Wisdom
    Perception
    9

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

    Monster 2
    Spoiler:
    Vampiric Mist
    Monster 2

    Traits
    Aberration

    Check
    Combat
    12

    Powers
    Vulnerable to Fire.
    Before acting, you may bury an ally.
    If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourge Wounded.

    Monster 3
    Spoiler:
    Sneak
    Monster 0

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##

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

    Monster 4
    Spoiler:
    Deadfall Scorpion
    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 5
    Spoiler:
    Pixie Gang
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

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

    Barrier 2
    Spoiler:
    Madness Mist Trap
    Barrier 3

    Traits
    Cache
    Lock
    Trap
    Magic

    Check
    Disable
    8
    OR
    Fortitude
    10

    Powers
    If defeated, draw a new spell or item.
    If undefeated, suffer 1d4 Poison damage, then mark this barrier’s location with the scourge Poisoned and banish this barrier.

    Barrier 3
    Spoiler:
    Secret Stockpile
    Barrier 2

    Traits
    Cache
    Lock

    Check
    Dexterity
    Disable
    9
    OR
    Wisdom
    Perception
    11

    Powers
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.

    Barrier 4
    Spoiler:
    Wyvern Blade Trap
    Barrier 3

    Traits
    Trap
    Poison

    Check
    Dexterity
    Disable
    10
    OR
    Wisdom
    Perception
    12

    Powers
    If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.

    Barrier 5
    Spoiler:
    Haunt
    Barrier 2

    Traits
    Task
    Undead
    Veteran
    Trigger

    Check
    Charisma
    Diplomacy
    8+#
    OR
    Divine
    6+#

    Powers
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.

    Random Weapons:
    Weapon 1
    Spoiler:
    Frost Longbow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Cold
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Weapon 2
    Spoiler:
    Glorious Warhammer
    Weapon 1

    Traits
    Hammer
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    Recharge to examine the top card of your location.

    Weapon 3
    Spoiler:
    Giantbane Greataxe
    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.

    Weapon 4
    Spoiler:
    Cruel Longsword
    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 5
    Spoiler:
    Cold Iron Greatsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    2-handed

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Random Spells:
    Spell 1
    Spoiler:
    Holy Light
    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
    Spoiler:
    Full Pouch
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

    Powers
    Display. While displayed:
    • When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    • At the end of your turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Spell 3
    Spoiler:
    Sonic Blast
    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 4
    Spoiler:
    Knock
    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 5
    Spoiler:
    Restorative Touch
    Spell 3

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Magic Mithral Chain Mail
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 3.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Armor 2
    Spoiler:
    Magic Chain Shirt
    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 3
    Spoiler:
    Voidglass Armor
    Armor 3

    Traits
    Heavy Armor
    Magic
    Loot

    Check
    Constitution
    Fortitude
    9

    Powers
    Display. While displayed:
    • When you suffer any damage, you may recharge to reduce it by 1.
    • When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Armor 4
    Spoiler:
    Archer’s Kite Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    5

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 5
    Spoiler:
    Full Plate
    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.

    Random Items:
    Item 1
    Spoiler:
    Red Mantis Mask
    Item 3

    Traits
    Accessory
    Magic
    Deity: Achaekek
    Red Mantis

    Check
    Constitution
    Fortitude
    8

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

    Item 2
    Spoiler:
    Helpful Haversack
    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.

    Item 3
    Spoiler:
    Iron Shackles
    Item 2

    Traits
    Object
    Magic

    Check
    Dexterity
    Disable
    9

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

    Item 4
    Spoiler:
    Wand Of Acid Burst
    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 5
    Spoiler:
    Drums Of Panic
    Item 3

    Traits
    Instrument
    Magic

    Check
    Constitution
    Charisma
    10

    Powers
    When a local character encounters a monster, display at your location.
    While displayed:
    • When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
    • At the start of your turn, discard this card; if proficient, recharge it instead.

    Random Allies:
    Ally 1
    Spoiler:
    Cerulean Mastermind
    Ally 3

    Traits
    Human
    Aristocrat
    Rogue

    Check
    Charisma
    Diplomacy
    Stealth
    12

    Powers
    On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
    Discard to explore. This exploration, on your Stealth checks, add 1d10.

    Ally 2
    Spoiler:
    Ruan Mirukova
    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.

    Ally 3
    Spoiler:
    Standard Bearer
    Ally 1

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    6

    Powers
    On a local Strength or Constitution check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks against story banes, add 1d4.

    Ally 4
    Spoiler:
    Bound Homunculus
    Ally 2

    Traits
    Construct
    Magic

    Check
    Intelligence
    Arcane
    Craft
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

    Ally 5
    Spoiler:
    Crow
    Ally 1

    Traits
    Animal

    Check
    Wisdom
    Survival
    5

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

    Random Blessings:
    Blessing 1
    Spoiler:
    The Hidden Truth
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you examine cards this turn, heal 1d4-1 cards.

    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.

    Blessing 2
    Spoiler:
    The Real Rabbit Prince
    Blessing P1

    Traits
    Suit:Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    6+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, draw this card.

    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character’s discards to bless.
    Discard into a random character’s discards to explore. This exploration, your checks are blessed.

    Blessing 3
    Spoiler:
    Rovagug’s Destruction
    Blessing 2

    Traits
    Deity: Rovagug
    Divine
    Veteran

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

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

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

    Blessing 4
    Spoiler:
    The Big Sky
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, you may remove 1 of your scourges.

    On a local character’s check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.

    Blessing 5
    Spoiler:
    The Bear
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your Strength check, add 2.

    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.

    Turn: 5 Arabundi/Gimry

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

    Top Blessing:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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


    Blessings Remaining: 25
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 6 Erasmus)
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 2 (Turn 7 Poog)
    Spoiler:
    The Inquisitor
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Diplomacy
    4+#

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

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

    Blessings Deck Card 3 (Turn 8 Arabundi)
    Spoiler:
    Lady Luck
    Blessing 3

    Traits
    Deity: Desna
    Divine

    Check
    Wisdom
    Divine
    Perception
    8

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

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

    Blessings Deck Card 4 (Turn 9 Erasmus)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 5 (Turn 10 Poog)
    Spoiler:
    The Desert
    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.

    Blessings Deck Card 6 (Turn 11 Arabundi)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 7 (Turn 12 Erasmus)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Blessings Deck Card 8 (Turn 13 Poog)
    Spoiler:
    Lady Of Valor
    Blessing 3

    Traits
    Deity: Iomedae
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Blessings Deck Card 9 (Turn 14 Arabundi)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 10 (Turn 15 Erasmus)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.

    Blessings Deck Card 11 (Turn 16 Poog)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 12 (Turn 17 Arabundi)
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your non-combat check against a bane is blessed.

    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

    Blessings Deck Card 13 (Turn 18 Erasmus)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 14 (Turn 19 Poog)
    Spoiler:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

    Blessings Deck Card 15 (Turn 20 Arabundi)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 16 (Turn 21 Erasmus)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your non-Attack combat check, add 1.

    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 17 (Turn 22 Poog)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 18 (Turn 23 Arabundi)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 19 (Turn 24 Erasmus)
    Spoiler:
    The Healing Light
    Blessing 3

    Traits
    Deity: Sarenrae
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    Characters cannot suffer scourges.

    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.

    Blessings Deck Card 20 (Turn 25 Poog)
    Spoiler:
    Gozreh’s Growth
    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.

    Blessings Deck Card 21 (Turn 26 Arabundi)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 22 (Turn 27 Erasmus)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 23 (Turn 28 Poog)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 24 (Turn 29 Arabundi)
    Spoiler:
    The All-seeing Eye
    Blessing 3

    Traits
    Deity: Nethys
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you would examine the top card of a location, you may examine the top 2 cards instead.

    On any check, discard to bless.
    On an Intelligence or Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order, then explore.

    Blessings Deck Card 25 (Turn 30 Erasmus)
    Spoiler:
    The Vision
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.

    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.

    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:1 W:0 Sp:1 Ar:1 I:2 Al:2 Bl:0 ?:1

    Manor Card 1:
    Gem Of Physical Prowess
    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.

    Manor Card 2:
    Mithral Chain Shirt
    Armor 2

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    9

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

    Manor Card 3:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Manor Card 4:
    Fire Bolt
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Manor Card 5:
    Plaguebringer’s Mask
    Item 2

    Traits
    Accessory
    Magic
    Disease

    Check
    Intelligence
    Craft
    11

    Powers
    On your combat check or your check against a Disease card, reload to add 1d8.
    When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.

    Manor Card 6:
    Fox
    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.

    Manor Card 7:
    Eries Yelloweyes
    Ally 2

    Traits
    Lycanthrope
    Hireling

    Check
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local Dexterity check or a local check before acting, recharge to add 1d6.
    Discard to explore. This exploration, you cannot suffer scourges.

    Manor Card 8:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Reading Room
    Traits: Sacred, Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M:1 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:3 ?:1
    Located here: Poog

    Reading Room Card 1:
    Accursed Priest
    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.

    Reading Room Card 2:
    Our Lord In Iron
    Blessing 3

    Traits
    Deity: Gorum
    Divine

    Check
    Divine
    Melee
    Ranged
    8

    Powers
    WHEN THIS IS THE HOUR
    On your combat check, you may reveal any number of weapons; for each, add 1.

    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

    Reading Room Card 3:
    The First
    Blessing 3

    Traits
    Deity: Asmodeus
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Reading Room Card 4:
    Gem Of Mental Acuity
    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.

    Reading Room Card 5:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Reading Room Card 6:
    Enchant Weapon
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    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.

    Reading Room Card 7:
    Bound Imp
    Ally 1

    Traits
    Outsider
    Devil

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Reading Room Card 8:
    Dragon’s Breath
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    11

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

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

    Reading Room Card 9:
    Symbol Of Insanity
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

    Powers
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

    Reading Room Card 10:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Graveyard
    Traits: Sacred, Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
    Located here: Arabundi

    Graveyard Card 1:
    Dire Lion
    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.

    Graveyard Card 2:
    Sable Company Hide
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    11

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

    Graveyard Card 3:
    Keen Rapier
    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.

    Graveyard Card 4:
    Garden Guardian
    Monster 3

    Traits
    Outsider
    Plant

    Check
    Combat
    15

    Powers
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.

    Graveyard Card 5:
    Sable Company Leathers
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Acrobatics
    Fortitude
    10

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

    Graveyard Card 6:
    Ghastly Runes
    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.

    Graveyard Card 7:
    Strangler
    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.

    Graveyard Card 8:
    Spiked Volley
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    9

    Powers
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

    Graveyard Card 9:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Graveyard Card 10:
    Minotaur
    Monster 2

    Traits
    Minotaur

    Check
    Combat
    15
    OR
    Fortitude
    8

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

    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
    Located here: Erasmus

    Library Card 1 - The Idiot:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Library Card 2:
    Enervation
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

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

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

    Library Card 3:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 4:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

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

    Library Card 5:
    Enlarge
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

    Powers
    Display next to a local character.
    While displayed:
    • This character’s Strength and Constitution dice are each d12.
    • At the end of the turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Library Card 6:
    Bastion Boots
    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.

    Library Card 7:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Library Card 8:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Library Card 9:
    Circlet Of Mental Acuity
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

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

    Library Card 10:
    Life Drain
    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.


  • Arabundi Deck Handler

    OFF-TURN ACTIONS:
    Recharge Wolfhide Armor for Poogs Combat
    Discard The Eclipse to bless Poogs check. No cards to heal for playing Harrow, but Poogs power allows me to heal the Eclipse

    ========================
    Arabundi starts his turn.
    Hour: Orison
    Hour Power:No effect.

    As I hear the screams of the Goblin from inside the house, I can't help but think.
    'Why do I always get Goblins in my party?'

    I mean they do have their uses, but they do rather stink. Well, I guess I should head to the Reading Room and make sure the little guy is OK.
    Besides, there was just something not right about that ghost that still has me a little rattled.

    Move to Reading Room

    Accursed Priest:

    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.

    As I enter the Reading Room, I see what has poor Poog spooked.

    Frightened Damage: 1d4 - 1 ⇒ (1) - 1 = 0

    Luckily I can shake off the feeling of dread rising inside me.

    Combat 17(11+6): 1d8 + 5 + 1d6 + 1 + 1d8 + 1d8 ⇒ (1) + 5 + (5) + 1 + (4) + (7) = 23

    Roll Details:

    Combat - 1d8+5
    Venomous Hand Crossbow +1 - 1d6+1
    Double Blessed - 1d8+1d8

    Poog will need to bury one of their blessings

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Hand Crossbow, Returning Throwing Axe +1 (2), Fiery Glare, Archers Bracers, Blessing of Erastil (2),

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    Current Location: Reading Room
    Hero Points: 2 // Arabundi has the following scourges marked:
    Frightened:
    While Marked:
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

    When your location is closed, you may remove this scourge.


    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks
    Other: Paizo reroll used for scenario BM-1A: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Holy Light, Judgement Light, Masterwork Tools, Wolfhide Armor, Blessing Of the Samurai, Snow Leopard, The Eclipse, Staff of Minor Healing, Returning Throwing Axe +1, Deathbane Light Crossbow +1, Legionnaire Chaplain, Cure, Blessing of Tsukiyo
    Recharged:
    Discard Pile: Blessing of Erastil,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Ranged: Dexterity +3
    Constitution d10 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    - Knowledge: Intelligence +3
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    - Divine: Wisdom +1
    Charisma d4 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "


    Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

    I forgot to add my Harrow to my hand. I'll just say i voluntarily discarded it when I resent my hand last turn.

    Hour is The Theater: At the start of your turn, examine the top card of your location; you may encounter it.

    Top card of my location is Card 1: The Idiot. Encounter it

    INT 7: 1d8 ⇒ 1

    Erasmus puts the rude bookmark back where it was and places the book back on the shelf. He meets up with the rest of his group at the Reading Room. As soon as he enters the room, Veldira's spirit points out the intense holy energies suffusing the space, starting with that of Card 2: Our Lord In Iron.

    Divine 8: 1d6 + 1d4 + 5 ⇒ (3) + (1) + 5 = 9

    Next, that of Card 3: The First Play Sign of the Lantern Bearer, copying Pack, to explore. Encountering Blessing lets me recharge it

    Divine 8: 1d6 + 1d4 + 5 ⇒ (4) + (1) + 5 = 10

    As Veldira continues listing deities in his head, Erasmus gets distracted by the large Card 4: Gem of Mental Acuity sitting on the reading table. Play Sign of the Stranger, copying pack, to explore. Should have done it the other way around, I need to discard it

    WIS 11: 1d6 + 1d4 + 5 ⇒ (5) + (1) + 5 = 11

    Erasmus picks it up and tunes back into Veldira just in time to hear her mention something about the complex Card 5: Incitations that no-doubt took place in this room. Play Sign of the Pack as itself to explore. Encountering Blessing lets me recharge it.

    Divine 4: 1d6 + 1d4 + 5 ⇒ (1) + (1) + 5 = 7

    She begins listing those too. She starts with a ritual to Card 6: Enchant Weapons Discard Blessing of Gorum to explore again

    Divine 4: 1d6 + 1d4 + 5 ⇒ (6) + (4) + 5 = 15

    She goes on to explain that old mages would use their Card 7: Bound Imp servants to fetch them ingredients and snacks during their multi-day rituals. Erasmus chuckles and replies "Sis, you sound like Uncle Basalmo!" before noticing that he actually did say that out loud and hoping the rest of the party didn't notice him randomly talking to himself. Recharge The First to explore again. (Realized after I clicked the spoiler that that was a very dangerous explore. Good thing it wasn't the ghost.)

    Divine 6: 1d6 + 1d4 + 5 ⇒ (1) + (4) + 5 = 10

    Banish Bound Imp to draw 2 cards: Zellara's Harrow Deck and Mind Thrust

    Veldira's talks about rituals gives Erasmus an idea. He takes a seat at the reading table and pulls out his harrow deck; maybe a reading would give some insight into what happened at the manor. As he begins flipping the first column, his spread begins to levitate! "Veldira? That's you doing that right?" The silence in his head tells him the answer is probably "no". Banish Zellara's Harrow Deck to examine the remaining 3 cards in Reading Room. Find Dragon's Breath, Symbol of Insanity, and Ghost. None of us can really get Dragon's Breath easily, so I'll make the new order Ghost, Dragon's Breath, Symbol.

    Erasmus notices the Poog quaking in his boots at the new spectral manifestation and does his best to reassure the goblin. "It's ok. They're probably more afraid of you than you are of them." Cast Soothing Word on Poog to heal 1 and/or remove a scourge

    Recharge Bound Imp Divine 8: 1d6 + 1d4 + 5 ⇒ (4) + (1) + 5 = 10
    Recharge Zellara's Harrow Deck Perception 12: 1d6 + 2d4 + 5 ⇒ (6) + (4, 4) + 5 = 19
    Recharge Soothing Word Divine 8: 1d6 + 1d4 + 5 ⇒ (6) + (4) + 5 = 15

    "

    Erasmus wrote:

    Hand: Sign of the Rider, Mind Thrust, The Midwife, Stalking Armor, Light Crossbow (Core),

    Displayed: Spirit Relatives (no role card),
    Deck: 11 Discard: 3 Buried: 0
    Hero Points: 1
    Merch Reroll used?: No // Erasmus has the following scourges marked:
    Frightened:
    While Marked:
    When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced.

    When your location is closed, you may remove this scourge.


    NOTES:
    Available Support: Other local characters get +1d4 to: WIS, Divine, Perception

    (Signs can copy other signs in my hand)
    Sign of the Pack: Discard to bless, recharge vs Blessings
    Sign of the Lantern Bearer: Discard to Bless, recharge vs Armor
    Sign of the Stranger: Discard to bless, recharge vs Items

    The Midwife: Discard to replace local boon or non-story bane; checks are blessed

    Other: Current Spirit: Veldira

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Mist Horn (Core), Locate Object (Core), Soothing Word, Conch Shell
    Recharged: The Missing Eye, Sign of the Pack 2, Leech, Planchette, Sign of the Lantern Bearer, Sign of the Pack, The First, Bound Imp, Zellara's Harrow Deck, Sooting Word,
    Discard Pile: Sign of the Stranger, Our Lord in Iron, The Lost,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d6 ☑ +1 ☐ +2
    Perception: WIS+3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: CHA+1

    Favored Card: Your Choice
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armor, Weapon, Arcane, Divine
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
    At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
    [X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

    "


    Bury Blessing of the Gobs.
    Heal Cure.

    Hour: The Inquisitor / You may not use powers to reroll dice.

    Explore: Dragon’s Breath Banished.

    Discard The Carnival to explore: Symbol Of Insanity. Use The Carnival Power to evade and put it on the bottom of the location.

    Discard Blessing of the Spellbound to explore: Henchman Proxy A / Ghost
    Frightened damage: 1d4 - 1 ⇒ (3) - 1 = 2 Discard Fire Sneeze and Pyrotechnic Blast.
    Cast Cauterize. Take 1 Fire damage (no cards in hand). +d6 for Fire trait.
    Combat 11+##=17: 1d10 + 4 + 2d8 + 1d6 ⇒ (7) + 4 + (6, 4) + (5) = 26 Defeated.

    Close:
    Summon: The Hidden Truth. Harrow blessing, so acquired and closed.
    Everyone removes frightened
    Heal 1d2 ⇒ 2: The Carnival.
    Move to Graveyard.

    Recharge The Hidden Truth to examine: Dire Lion

    Recover Cauterize Divine 11: 1d10 + 4 ⇒ (4) + 4 = 8 Discarded.
    Draw up to 6.

    Poog wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d4
    CONSTITUTION d8
    INTELLIGENCE d6
    WISDOM d10 +2
    Divine +2
    Survival +1
    CHARISMA d6

    Powers
    Hand Size: 5 [X2] 6
    Proficient with: Light Armors Weapons
    When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X1] or 2 random cards) from her discard pile into her deck.
    Add 1d6 (☐ +1) to your check that invokes the Animal or Fire trait.
    After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (☐ recharge a random card from your discard pile and) draw a card.

    Favored Card Type: Blessing
    Weapon 2 ☐ 3 ☐ 4
    Spell 3 [X1] 4 [X2] 5
    Armor 1 ☐ 2
    Item 2 ☐ 3
    Ally 2 ☐ 3 ☐ 4
    Blessing 5 ☐ 6 ☐ 7

    Hand: Shield Cloak, Dogfinder, Cleric of Nethys, Poog of Zarongel, Blessing of the Spellbound, The Carnival
    Displayed: 0
    Deck: 7 Discard: 4 Buried: 1
    Hero Points: 0 Shirt Reroll Available (BM-A): Yes
    Notes: Use blessings as needed for banes or AD3 deck upgrades.

    Poog of Zarongel:
    Poog of Zarongel
    Ally P

    Traits
    Goblin
    Cleric

    Checks
    Charisma
    Diplomacy
    Divine
    7

    Powers
    Recharge this card to add 3 with the Fire trait to a combat check.
    Bury this card to recharge 1d4 random cards from your discard pile.
    Discard this card to explore your location.

    Blessing of the Spellbound:
    Blessing of the Spellbound
    Blessing B

    Traits
    Arcane
    Divine
    Basic

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Arcane or Divine trait.
    Discard this card to explore your location.

    The Carnival:
    The Carnival
    Blessing 0

    Traits
    Suit: Stars
    Harrow
    Veteran

    Checks
    Wisdom
    Acrobatics
    4+#

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

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


    During This Adventure: Standalone Adventure 1-A Night at Bloodthorne Manor

  • The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
  • #=3.

    During This Scenario: BM-1A: A Ghostly Welcome
    SETUP:

  • Before building the locations, set aside the monster Ghost.
  • After preparing the story banes, reload a Proxy B into each location.

    STORY BANES:

  • Villain: none
  • Closing henchmen: the monster Ghosts-Proxy A
  • Danger: the monster Ghost

    DURING THIS SCENARIO:

  • When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.
  • On your check, you may recharge # cards to add 1d4 and the Magic trait.
    Ghost:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Brain Ooze
    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
    Spoiler:
    Cotct Basilisk
    Monster 2

    Traits
    Animal

    Check
    Combat
    12

    Powers
    Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.

    Monster 3
    Spoiler:
    Deadfall Scorpion
    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 4
    Spoiler:
    Geist
    Monster 2

    Traits
    Undead
    Incorporeal

    Check
    Combat
    14

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

    Monster 5
    Spoiler:
    Harpy
    Monster 2

    Traits
    Harpy

    Check
    Combat
    10

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Tangle Of Debris
    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 2
    Spoiler:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

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

    Barrier 3
    Spoiler:
    Imprisonment
    Barrier 2

    Traits
    Lock
    Obstacle
    Task

    Check
    Dexterity
    Diplomacy
    Disable
    Stealth
    9

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

    Barrier 4
    Spoiler:
    Symbol Of Insanity
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

    Powers
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

    Barrier 5
    Spoiler:
    Trapped Chest
    Barrier 1

    Traits
    Cache
    Lock
    Trap
    Veteran

    Check
    Strength
    Melee
    11+#
    OR
    Disable
    7+#

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Vicious Scythe
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    11

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

    Weapon 2
    Spoiler:
    Flaming Mace
    Weapon 2

    Traits
    Mace
    Melee
    Bludgeoning
    Fire
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 3
    Spoiler:
    Venomous Dagger
    Weapon 3

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    11

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Weapon 4
    Spoiler:
    Venomous Hand Crossbow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    12

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
    On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Weapon 5
    Spoiler:
    Earthbreaker
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Fool’s Gold
    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.

    Spell 2
    Spoiler:
    Fly
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spell 3
    Spoiler:
    Restorative Touch
    Spell 3

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Spell 4
    Spoiler:
    Bloodscent
    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 5
    Spoiler:
    Embiggen
    Spell P2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

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

    Random Armors:
    Armor 1
    Spoiler:
    Archer’s Kite Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    5

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 2
    Spoiler:
    Armor Of Insults
    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
    Spoiler:
    Magic Mithral Chain Mail
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 3.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Armor 4
    Spoiler:
    Gray Maiden Plate
    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 5
    Spoiler:
    Lion’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    Discard to remove the scourges Exhausted and Frightened from all local characters.
    After playing this armor, you may not play a Helm boon this encounter.

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

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Craft
    9

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

    Item 2
    Spoiler:
    Wayfinder
    Item 3

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    10

    Powers
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.

    Item 3
    Spoiler:
    Elixir Of Focus
    Item 2

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    8

    Powers
    On a local non-combat check, banish to add the character’s Intelligence or Craft skill.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 10 check to recharge this card.

    Item 4
    Spoiler:
    Cape Of Escape
    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 5
    Spoiler:
    Mist Horn
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Priest Of Asmodeus
    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
    Spoiler:
    Riding Allosaurus
    Ally 2

    Traits
    Animal
    Mount
    Loot

    Check
    Wisdom
    Charisma
    Survival
    14

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

    Ally 3
    Spoiler:
    Noble
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

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

    Ally 4
    Spoiler:
    Droogami
    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 5
    Spoiler:
    Hellknight Of The Nail
    Ally 3

    Traits
    Human
    Hellknight

    Check
    Charisma
    Diplomacy
    11

    Powers
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Hidden Truth
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Stealth
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you examine cards this turn, heal 1d4-1 cards.

    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.

    Blessing 2
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 3
    Spoiler:
    Asmodeus’s Tyranny
    Blessing 2

    Traits
    Deity: Asmodeus
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    5+#

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

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

    Blessing 4
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 5
    Spoiler:
    The Mute Hag
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Arcane
    4+#

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

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

    Turn: 8 Arabundi/Gimry

    Top of Blessing Discard Pile: Lady Luck - When this is the hour: When you play a blessing, you may give a card to any character.

    Top Blessing:
    Lady Luck
    Blessing 3

    Traits
    Deity: Desna
    Divine

    Check
    Wisdom
    Divine
    Perception
    8

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

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


    Blessings Remaining: 22
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 9 Erasmus)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 2 (Turn 10 Poog)
    Spoiler:
    The Desert
    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.

    Blessings Deck Card 3 (Turn 11 Arabundi)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 4 (Turn 12 Erasmus)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Blessings Deck Card 5 (Turn 13 Poog)
    Spoiler:
    Lady Of Valor
    Blessing 3

    Traits
    Deity: Iomedae
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Blessings Deck Card 6 (Turn 14 Arabundi)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 7 (Turn 15 Erasmus)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.

    Blessings Deck Card 8 (Turn 16 Poog)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 9 (Turn 17 Arabundi)
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your non-combat check against a bane is blessed.

    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

    Blessings Deck Card 10 (Turn 18 Erasmus)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 11 (Turn 19 Poog)
    Spoiler:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

    Blessings Deck Card 12 (Turn 20 Arabundi)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 13 (Turn 21 Erasmus)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your non-Attack combat check, add 1.

    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 14 (Turn 22 Poog)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 15 (Turn 23 Arabundi)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 16 (Turn 24 Erasmus)
    Spoiler:
    The Healing Light
    Blessing 3

    Traits
    Deity: Sarenrae
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    Characters cannot suffer scourges.

    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.

    Blessings Deck Card 17 (Turn 25 Poog)
    Spoiler:
    Gozreh’s Growth
    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.

    Blessings Deck Card 18 (Turn 26 Arabundi)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 19 (Turn 27 Erasmus)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 20 (Turn 28 Poog)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 21 (Turn 29 Arabundi)
    Spoiler:
    The All-seeing Eye
    Blessing 3

    Traits
    Deity: Nethys
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you would examine the top card of a location, you may examine the top 2 cards instead.

    On any check, discard to bless.
    On an Intelligence or Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order, then explore.

    Blessings Deck Card 22 (Turn 30 Erasmus)
    Spoiler:
    The Vision
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.

    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.

    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:1 W:0 Sp:1 Ar:1 I:2 Al:2 Bl:0 ?:1

    Manor Card 1:
    Gem Of Physical Prowess
    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.

    Manor Card 2:
    Mithral Chain Shirt
    Armor 2

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    9

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

    Manor Card 3:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Manor Card 4:
    Fire Bolt
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Manor Card 5:
    Plaguebringer’s Mask
    Item 2

    Traits
    Accessory
    Magic
    Disease

    Check
    Intelligence
    Craft
    11

    Powers
    On your combat check or your check against a Disease card, reload to add 1d8.
    When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.

    Manor Card 6:
    Fox
    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.

    Manor Card 7:
    Eries Yelloweyes
    Ally 2

    Traits
    Lycanthrope
    Hireling

    Check
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local Dexterity check or a local check before acting, recharge to add 1d6.
    Discard to explore. This exploration, you cannot suffer scourges.

    Manor Card 8:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Reading Room
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Arabundi, Erasmus

    Graveyard
    Traits: Sacred, Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
    Located here: Poog,

    Graveyard Card 1 - Dire Lion:
    Dire Lion
    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.

    Graveyard Card 2:
    Sable Company Hide
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    11

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

    Graveyard Card 3:
    Keen Rapier
    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.

    Graveyard Card 4:
    Garden Guardian
    Monster 3

    Traits
    Outsider
    Plant

    Check
    Combat
    15

    Powers
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.

    Graveyard Card 5:
    Sable Company Leathers
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Acrobatics
    Fortitude
    10

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

    Graveyard Card 6:
    Ghastly Runes
    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.

    Graveyard Card 7:
    Strangler
    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.

    Graveyard Card 8:
    Spiked Volley
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    9

    Powers
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

    Graveyard Card 9:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Graveyard Card 10:
    Minotaur
    Monster 2

    Traits
    Minotaur

    Check
    Combat
    15
    OR
    Fortitude
    8

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

    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:0 ?:1

    Library Card 1:
    Enervation
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

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

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

    Library Card 2:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Library Card 3:
    Locked Door
    Barrier 1

    Traits
    Obstacle
    Lock
    Veteran

    Check
    Strength
    Melee
    10+#
    OR
    Disable
    6+#

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

    Library Card 4:
    Enlarge
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

    Powers
    Display next to a local character.
    While displayed:
    • This character’s Strength and Constitution dice are each d12.
    • At the end of the turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Library Card 5:
    Bastion Boots
    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.

    Library Card 6:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Library Card 7:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Library Card 8:
    Circlet Of Mental Acuity
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Wisdom
    Charisma
    11

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

    Library Card 9:
    Life Drain
    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.


  • Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: Lady Luck
    Hour Power:When this is the hour: When you play a blessing, you may give a card to any character.

    Not wanting to deal with a Dire Lion at this point, I decide to head to the Library to figure out the history of this haunted house.

    Move to Library

    Enervation:

    Spell 2
    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

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

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

    Sensing the nearby scroll is just some arcane junk, I ignore it and proceed on.

    Use Fiery Glare to banish the boon and explore

    As I burn the parchment, I hear the familiar sounds of a Ghost approaching.

    Ghost(Henchman Proxy A):

    Monster 1
    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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

    Combat 17(11+6): 1d8 + 5 + 1d8 + 1 + 1d6 + 2 + 1d8 + 1d8 ⇒ (5) + 5 + (1) + 1 + (2) + 2 + (7) + (6) = 29

    Roll Details:

    Combat - 1d8+5
    Returning Throwing Axe +1 - 1d8+1
    Recharge - 1d6
    Archers Bracers - 2
    Double Blessed - 1d8+1d8

    Discard Erastil to Bless

    Quickly whipping around, I launch my Throwing axe right through the ghost causing it to disappear before my eyes and freeing the poor trapped spirit.

    Close check
    Knowledge 8: 1d6 + 2 + 1d6 ⇒ (6) + 2 + (6) = 14

    Roll Details:

    Knowledge - 1d6+2
    Blessed - 1d6

    Have Poog use the Carnival to bless

    Well, there is obviously nothing of value left here, it may be time to search elsewhere.

    Move to Manor closing in case Poog needs combat help

    Arabundi ends his turn.
    Arabundi attempts to recover all cards in his Recovery pile.
    Fiery Glare: Divine 9: 1d8 + 2 + 4 ⇒ (1) + 2 + 4 = 7 -> Fiery Glare discarded.
    Arabundi resets his hand.

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Hand Crossbow, Wolfhide Armor, Masterwork Tools, Archers Bracers, Blessing Of the Samurai,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Current Location: Graveyard
    Hero Points: 2
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks
    Other: Paizo reroll used for scenario BM-1A: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Holy Light, Deathbane Light Crossbow +1, Cure, Staff of Minor Healing, Blessing of Tsukiyo, The Eclipse, Legionnaire Chaplain, Judgement Light, Snow Leopard, Returning Throwing Axe +1
    Recharged: Returning Throwing Axe +1 (2),
    Discard Pile: Blessing of Erastil, Blessing of Erastil (2),
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Ranged: Dexterity +3
    Constitution d10 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    - Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    - Divine: Wisdom +1
    Charisma d4 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "


    During This Adventure: Standalone Adventure 1-A Night at Bloodthorne Manor

  • The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
  • #=3.

    During This Scenario: BM-1A: A Ghostly Welcome
    SETUP:

  • Before building the locations, set aside the monster Ghost.
  • After preparing the story banes, reload a Proxy B into each location.

    STORY BANES:

  • Villain: none
  • Closing henchmen: the monster Ghosts-Proxy A
  • Danger: the monster Ghost

    DURING THIS SCENARIO:

  • When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.
  • On your check, you may recharge # cards to add 1d4 and the Magic trait.
    Ghost:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Brain Ooze
    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
    Spoiler:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Monster 3
    Spoiler:
    Deadfall Scorpion
    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 4
    Spoiler:
    Enormous Reefclaw
    Monster 3

    Traits
    Aberration
    Aquatic

    Check
    Combat
    19

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

    Monster 5
    Spoiler:
    Harpy
    Monster 2

    Traits
    Harpy

    Check
    Combat
    10

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Stinging Wasps
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Dexterity
    Acrobatics
    Perception
    11
    OR
    Disable
    9

    Powers
    If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

    Barrier 2
    Spoiler:
    Ill Tidings
    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 3
    Spoiler:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

    Powers
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.

    Barrier 4
    Spoiler:
    Secret Stockpile
    Barrier 2

    Traits
    Cache
    Lock

    Check
    Dexterity
    Disable
    9
    OR
    Wisdom
    Perception
    11

    Powers
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.

    Barrier 5
    Spoiler:
    Symbol Of Insanity
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

    Powers
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

    Random Weapons:
    Weapon 1
    Spoiler:
    Snakebite Dagger
    Weapon 1

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    7

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait.
    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 2
    Spoiler:
    Returning Throwing Axe
    Weapon 1

    Traits
    Axe
    Melee
    Ranged
    Slashing
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    10

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
    If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check.

    Weapon 3
    Spoiler:
    Shock Kukri
    Weapon 3

    Traits
    Knife
    Melee
    Slashing
    Electricity
    Finesse
    Magic

    Check
    Strength
    Acrobatics
    Melee
    12

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

    Weapon 4
    Spoiler:
    Cold Iron Greatsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    2-handed

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 5
    Spoiler:
    Elven Curve Blade
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Divine Fortune
    Spell 3

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

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

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

    Spell 2
    Spoiler:
    Clairvoyance
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

    Powers
    Banish to examine the top 3 cards of any location; return them in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Spell 3
    Spoiler:
    Life Drain
    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.

    Spell 4
    Spoiler:
    Restorative Touch
    Spell 3

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Spell 5
    Spoiler:
    Disable Mechanism
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

    Powers
    When you encounter a Construct, Lock, or Trap bane, banish to evade it.
    On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

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

    Random Armors:
    Armor 1
    Spoiler:
    Slick Leather
    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 2
    Spoiler:
    Maiden’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Gray Maiden
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    10

    Powers
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 3
    Spoiler:
    Magic Full Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    11

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

    Armor 4
    Spoiler:
    Magic Klar
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    9

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

    Armor 5
    Spoiler:
    Corpse Plate
    Armor P3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Display. While displayed:
    • You may evade Undead monsters you encounter.
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

    Random Items:
    Item 1
    Spoiler:
    Helpful Haversack
    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.

    Item 2
    Spoiler:
    Elixir Of Focus
    Item 2

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    8

    Powers
    On a local non-combat check, banish to add the character’s Intelligence or Craft skill.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 10 check to recharge this card.

    Item 3
    Spoiler:
    Drums Of Panic
    Item 3

    Traits
    Instrument
    Magic

    Check
    Constitution
    Charisma
    10

    Powers
    When a local character encounters a monster, display at your location.
    While displayed:
    • When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
    • At the start of your turn, discard this card; if proficient, recharge it instead.

    Item 4
    Spoiler:
    Cape Of Escape
    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 5
    Spoiler:
    Boots Of Friendly Terrain
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Priest Of Asmodeus
    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
    Spoiler:
    Hellknight Of The Nail
    Ally 3

    Traits
    Human
    Hellknight

    Check
    Charisma
    Diplomacy
    11

    Powers
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Ally 3
    Spoiler:
    Clockwork Servant
    Ally 1

    Traits
    Construct

    Check
    Intelligence
    Craft
    6

    Powers
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.

    Ally 4
    Spoiler:
    Bodyguard
    Ally 1

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    Fortitude
    6

    Powers
    When a local character suffers damage, recharge to reduce it by 3.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Ally 5
    Spoiler:
    Acadamae Scholar
    Ally 3

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    10
    OR
    Charisma
    Diplomacy
    14

    Powers
    At the start of your turn, reveal to heal the ally Acadamae Student.
    On your Arcane check or your check against an Outsider card, reveal to add 1.
    Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Cricket
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When a character moves on their turn, each other local character may move with them.

    On any check, discard to bless.
    On another character’s Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Blessing 2
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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

    Blessing 3
    Spoiler:
    The Survivor
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, you may recharge any number of cards then reset.

    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.

    Blessing 4
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Blessing 5
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Turn: 9 Erasmus/AAUGHWHY

    Top of Blessing Discard Pile: Sands Of The Hour - When this is the hour: No effect.

    Top Blessing:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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


    Blessings Remaining: 21
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 10 Poog)
    Spoiler:
    The Desert
    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.

    Blessings Deck Card 2 (Turn 11 Arabundi)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 3 (Turn 12 Erasmus)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Blessings Deck Card 4 (Turn 13 Poog)
    Spoiler:
    Lady Of Valor
    Blessing 3

    Traits
    Deity: Iomedae
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Blessings Deck Card 5 (Turn 14 Arabundi)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 6 (Turn 15 Erasmus)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.

    Blessings Deck Card 7 (Turn 16 Poog)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 8 (Turn 17 Arabundi)
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your non-combat check against a bane is blessed.

    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

    Blessings Deck Card 9 (Turn 18 Erasmus)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 10 (Turn 19 Poog)
    Spoiler:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

    Blessings Deck Card 11 (Turn 20 Arabundi)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 12 (Turn 21 Erasmus)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your non-Attack combat check, add 1.

    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 13 (Turn 22 Poog)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 14 (Turn 23 Arabundi)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 15 (Turn 24 Erasmus)
    Spoiler:
    The Healing Light
    Blessing 3

    Traits
    Deity: Sarenrae
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    Characters cannot suffer scourges.

    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.

    Blessings Deck Card 16 (Turn 25 Poog)
    Spoiler:
    Gozreh’s Growth
    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.

    Blessings Deck Card 17 (Turn 26 Arabundi)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 18 (Turn 27 Erasmus)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 19 (Turn 28 Poog)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 20 (Turn 29 Arabundi)
    Spoiler:
    The All-seeing Eye
    Blessing 3

    Traits
    Deity: Nethys
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you would examine the top card of a location, you may examine the top 2 cards instead.

    On any check, discard to bless.
    On an Intelligence or Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order, then explore.

    Blessings Deck Card 21 (Turn 30 Erasmus)
    Spoiler:
    The Vision
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.

    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.

    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:1 W:0 Sp:1 Ar:1 I:2 Al:2 Bl:0 ?:1
    Located here: Arabundi,

    Manor Card 1:
    Gem Of Physical Prowess
    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.

    Manor Card 2:
    Mithral Chain Shirt
    Armor 2

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    9

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

    Manor Card 3:
    Evil Eye
    Barrier 0

    Traits
    Curse
    Magic
    Veteran
    Trigger

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

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

    Manor Card 4:
    Fire Bolt
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Manor Card 5:
    Plaguebringer’s Mask
    Item 2

    Traits
    Accessory
    Magic
    Disease

    Check
    Intelligence
    Craft
    11

    Powers
    On your combat check or your check against a Disease card, reload to add 1d8.
    When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.

    Manor Card 6:
    Fox
    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.

    Manor Card 7:
    Eries Yelloweyes
    Ally 2

    Traits
    Lycanthrope
    Hireling

    Check
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local Dexterity check or a local check before acting, recharge to add 1d6.
    Discard to explore. This exploration, you cannot suffer scourges.

    Manor Card 8:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Reading Room
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Erasmus

    Graveyard
    Traits: Sacred, Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
    Located here: Poog,

    Graveyard Card 1 - Dire Lion:
    Dire Lion
    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.

    Graveyard Card 2:
    Sable Company Hide
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    11

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

    Graveyard Card 3:
    Keen Rapier
    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.

    Graveyard Card 4:
    Garden Guardian
    Monster 3

    Traits
    Outsider
    Plant

    Check
    Combat
    15

    Powers
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.

    Graveyard Card 5:
    Sable Company Leathers
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Acrobatics
    Fortitude
    10

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

    Graveyard Card 6:
    Ghastly Runes
    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.

    Graveyard Card 7:
    Strangler
    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.

    Graveyard Card 8:
    Spiked Volley
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    9

    Powers
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

    Graveyard Card 9:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Graveyard Card 10:
    Minotaur
    Monster 2

    Traits
    Minotaur

    Check
    Combat
    15
    OR
    Fortitude
    8

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

    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


  • Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

    I forgot to add some of the cards I acquired to my hand/deck again. I'll just say I discarded them during reset. When Reading Room closes, move to Manor

    Hour is Sands of the Hour: No effect

    Start of turn, use location power to recharge Mind Thrust and draw a card: Mist Horn

    Sensing that the corporeal undead in the graveyard would neither respond to Veldira's cleansings nor be susceptible to mental attacks, Erasmus explores the Manor for additonal clues. He comes upon the Card 1: Gem of Physical Prowess to go with the jewel he found in the reading room.

    DEX 11: 1d8 ⇒ 5

    He decides to leave it where it is and turns his attention to an antique Card 2: Mithril Chain Shirt on display in the hallway. Discard Sign of the Rider to explore again

    CON 9: 1d6 ⇒ 6 That's close enough to use my Spirit Surge power. Bury Stalking Armor for +1d4+1
    CON 9: 1d4 + 7 ⇒ (3) + 7 = 10

    Something draws him to the armor. Erasmus can't tell if its just Nissa trying to shove herself to the forefront of his mind or if it is one of the spirits of the manor, but he decides to take it with him just in case. Display Mithril Chain Shirt

    Erasmus looks out a window towards the Graveyard where the rest of his team has gathered. An ominous mist is rolling in... Display Mist Horn next to Graveyard. Reduce damage taken there by 2

    "

    Erasmus wrote:

    Hand: Conch Shell, Locate Object (Core), The Midwife, The Missing Eye, Light Crossbow (Core),

    Displayed: Spirit Relatives (no role card), Mithril Chain Shirt, Mist Horn (Core),
    Deck: 10 Discard: 7 Buried: 1
    Hero Points: 1
    Merch Reroll used?: No
    NOTES:
    Available Support: Other local characters get +1d4 to: WIS, Divine, Perception

    (Signs can copy other signs in my hand)

    The Midwife: Discard to replace local boon or non-story bane; checks are blessed

    Other: Current Spirit: Veldira

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Sign of the Pack 2, Leech, Planchette, Sign of the Lantern Bearer, Sign of the Pack, The First, Bound Imp, Zellara's Harrow Deck, Soothing Word, Mind Thrust,
    Discard Pile: Sign of the Stranger, Our Lord in Iron, The Lost, Gem of Mental Acuity, Incitation, Enchant Weapon, Sign of the Rider,
    Buried Pile: Stalking Armor,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d6 ☑ +1 ☐ +2
    Perception: WIS+3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: CHA+1

    Favored Card: Your Choice
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armor, Weapon, Arcane, Divine
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
    At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
    [X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

    "


    Discard the Carnival for Arabundi

    Hour: The Desert / When you move during your move step, bury a card.

    Poog does not like ghosts anymore and wants to leave the scary graveyard!

    Move to Manor (burying Shield Cloak from the hour)

    Explore: Evil Eye
    Recharge Blessing of the Spellbound to bless.
    Divine 6+#=9: 1d10 + 4 + 1d10 ⇒ (10) + 4 + (7) = 21 Defeated.

    Banish Dogfinder to heal 1d4 + 1 ⇒ (1) + 1 = 2 cards: The Carnival and Cauterize.

    Discard Cleric of Nethys to examine 2 cards: Fire Bolt and Plaguebringer’s Mask. Explore Fire Bolt
    Int 8: 1d6 + 1d6 ⇒ (4) + (1) = 5 Banished.

    Draw up to 6.

    Poog wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d4
    CONSTITUTION d8
    INTELLIGENCE d6
    WISDOM d10 +2
    Divine +2
    Survival +1
    CHARISMA d6

    Powers
    Hand Size: 5 [X2] 6
    Proficient with: Light Armors Weapons
    When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X1] or 2 random cards) from her discard pile into her deck.
    Add 1d6 (☐ +1) to your check that invokes the Animal or Fire trait.
    After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (☐ recharge a random card from your discard pile and) draw a card.

    Favored Card Type: Blessing
    Weapon 2 ☐ 3 ☐ 4
    Spell 3 [X1] 4 [X2] 5
    Armor 1 ☐ 2
    Item 2 ☐ 3
    Ally 2 ☐ 3 ☐ 4
    Blessing 5 ☐ 6 ☐ 7

    Hand: Dogslicer, Flame Staff, Poog of Zarongel, Blessing of Lamashtu, Blessing of the Spellbound, The Carnival
    Displayed: 0
    Deck: 5 Discard: 4 Buried: 3
    Hero Points: 0 Shirt Reroll Available (BM-A): Yes
    Notes: Use blessings as needed for banes or AD3 deck upgrades.

    Poog of Zarongel:
    Poog of Zarongel
    Ally P

    Traits
    Goblin
    Cleric

    Checks
    Charisma
    Diplomacy
    Divine
    7

    Powers
    Recharge this card to add 3 with the Fire trait to a combat check.
    Bury this card to recharge 1d4 random cards from your discard pile.
    Discard this card to explore your location.

    Blessing of Lamashtu:
    Blessing of Lamashtu
    Blessing B

    Traits
    Divine
    Lamashtu

    Powers
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Blessing of the Spellbound:
    Blessing of the Spellbound
    Blessing B

    Traits
    Arcane
    Divine
    Basic

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Arcane or Divine trait.
    Discard this card to explore your location.

    The Carnival:
    The Carnival
    Blessing 0

    Traits
    Suit: Stars
    Harrow
    Veteran

    Checks
    Wisdom
    Acrobatics
    4+#

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

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


    During This Adventure: Standalone Adventure 1-A Night at Bloodthorne Manor

  • The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
  • #=3.

    During This Scenario: BM-1A: A Ghostly Welcome
    SETUP:

  • Before building the locations, set aside the monster Ghost.
  • After preparing the story banes, reload a Proxy B into each location.

    STORY BANES:

  • Villain: none
  • Closing henchmen: the monster Ghosts-Proxy A
  • Danger: the monster Ghost

    DURING THIS SCENARIO:

  • When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.
  • On your check, you may recharge # cards to add 1d4 and the Magic trait.
    Ghost:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Brain Ooze
    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
    Spoiler:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Monster 3
    Spoiler:
    Deadfall Scorpion
    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 4
    Spoiler:
    Enormous Reefclaw
    Monster 3

    Traits
    Aberration
    Aquatic

    Check
    Combat
    19

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

    Monster 5
    Spoiler:
    Harpy
    Monster 2

    Traits
    Harpy

    Check
    Combat
    10

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Snake Oil Seller
    Barrier 2

    Traits
    Task

    Check
    Intelligence
    Craft
    6
    OR
    Wisdom
    8

    Powers
    When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
    If undefeated, bury the top card of your deck and suffer the scourge Poisoned.

    Barrier 2
    Spoiler:
    Hungry Smoke
    Barrier 3

    Traits
    Trap
    Elemental

    Check
    Combat
    14
    OR
    Disable
    Fortitude
    Perception
    9

    Powers
    Resistant to Melee.
    If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.

    Barrier 3
    Spoiler:
    Guardian Door
    Barrier 2

    Traits
    Obstacle
    Task

    Check
    Intelligence
    Diplomacy
    Disable
    Stealth
    8

    Powers
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    Barrier 4
    Spoiler:
    Razor Snare
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    Survival
    6

    Powers
    If undefeated, suffer the scourges Entangled and Wounded, then end your turn.

    Barrier 5
    Spoiler:
    Summoning Trap
    Barrier 3

    Traits
    Skirmish
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    13

    Powers
    If undefeated, reload a new monster into your location, then banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Shock Kukri
    Weapon 3

    Traits
    Knife
    Melee
    Slashing
    Electricity
    Finesse
    Magic

    Check
    Strength
    Acrobatics
    Melee
    12

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

    Weapon 2
    Spoiler:
    Quarterstaff Of Vaulting
    Weapon 1

    Traits
    Staff
    Melee
    Bludgeoning
    2-handed
    Magic

    Check
    Strength
    Melee
    8
    OR
    Acrobatics
    6

    Powers
    For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6.
    Recharge to evade an Obstacle or Trap barrier you encounter.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 3
    Spoiler:
    Seeking Longbow
    Weapon 3

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character’s combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 4
    Spoiler:
    Cleaving Battleaxe
    Weapon 2

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 5
    Spoiler:
    Earthbreaker
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Dimensional Jump
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

    Powers
    When you encounter a bane, banish to evade it.
    Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spell 2
    Spoiler:
    Charm Person
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire.
    DURING RECOVERY
    If proficient, you may bury this card.

    Spell 3
    Spoiler:
    Invisibility
    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 4
    Spoiler:
    Locate Object
    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.

    Spell 5
    Spoiler:
    Deathgrip
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Magic Spiked Full Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Display. While displayed:
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Armor 2
    Spoiler:
    Magic Spiked Breastplate
    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 3
    Spoiler:
    Lion’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    Discard to remove the scourges Exhausted and Frightened from all local characters.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 4
    Spoiler:
    Magic Chain Mail
    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 5
    Spoiler:
    Voidglass Armor
    Armor 3

    Traits
    Heavy Armor
    Magic
    Loot

    Check
    Constitution
    Fortitude
    9

    Powers
    Display. While displayed:
    • When you suffer any damage, you may recharge to reduce it by 1.
    • When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Random Items:
    Item 1
    Spoiler:
    Drums Of Panic
    Item 3

    Traits
    Instrument
    Magic

    Check
    Constitution
    Charisma
    10

    Powers
    When a local character encounters a monster, display at your location.
    While displayed:
    • When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
    • At the start of your turn, discard this card; if proficient, recharge it instead.

    Item 2
    Spoiler:
    Cape Of Escape
    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 3
    Spoiler:
    Zellara’s Harrow Deck
    Item 2

    Traits
    Loot
    Tool
    Magic
    Gambling
    Harrow
    Mental

    Check
    Wisdom
    Perception
    10

    Powers
    Reload 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
    Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.

    Item 4
    Spoiler:
    Bastion Boots
    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.

    Item 5
    Spoiler:
    Wand Of Force Missile
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Naval Hero
    Ally 2

    Traits
    Human
    Swashbuckler

    Check
    Charisma
    Diplomacy
    Melee
    9

    Powers
    On a local combat or Charisma check, recharge to add 1d6.
    Discard to explore. If you are at an Aquatic location, recharge instead.

    Ally 2
    Spoiler:
    Fortune-teller
    Ally 2

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    11

    Powers
    At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
    Discard to examine the top card of your location, then you may explore.

    Ally 3
    Spoiler:
    Riding Allosaurus
    Ally 2

    Traits
    Animal
    Mount
    Loot

    Check
    Wisdom
    Charisma
    Survival
    14

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

    Ally 4
    Spoiler:
    Korvosan Dandy
    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 5
    Spoiler:
    Droogami
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

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

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

    Blessing 2
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your non-Attack combat check, add 1.

    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.

    Blessing 3
    Spoiler:
    The Real Rabbit Prince
    Blessing P1

    Traits
    Suit:Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    6+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, draw this card.

    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character’s discards to bless.
    Discard into a random character’s discards to explore. This exploration, your checks are blessed.

    Blessing 4
    Spoiler:
    The Fiend
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer a scourge on your turn, each local character suffers it.

    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.

    Blessing 5
    Spoiler:
    The Winged Serpent
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Melee
    4+#

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

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

    Turn: 11 Arabundi/Gimry

    Top of Blessing Discard Pile: Abadar’s Law - When this is the hour: On your check to close or to guard, add 1d4.

    Top Blessing:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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


    Blessings Remaining: 19
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 12 Erasmus)
    Spoiler:
    Desna’s Freedom
    Blessing 1

    Traits
    Deity: Desna
    Divine
    Veteran

    Check
    Wisdom
    Divine
    Perception
    4+#

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

    Blessings Deck Card 2 (Turn 13 Poog)
    Spoiler:
    Lady Of Valor
    Blessing 3

    Traits
    Deity: Iomedae
    Divine

    Check
    Charisma
    Diplomacy
    Divine
    8

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

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

    Blessings Deck Card 3 (Turn 14 Arabundi)
    Spoiler:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Blessings Deck Card 4 (Turn 15 Erasmus)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.

    Blessings Deck Card 5 (Turn 16 Poog)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 6 (Turn 17 Arabundi)
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your non-combat check against a bane is blessed.

    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

    Blessings Deck Card 7 (Turn 18 Erasmus)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 8 (Turn 19 Poog)
    Spoiler:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

    Blessings Deck Card 9 (Turn 20 Arabundi)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 10 (Turn 21 Erasmus)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your non-Attack combat check, add 1.

    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 11 (Turn 22 Poog)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 12 (Turn 23 Arabundi)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 13 (Turn 24 Erasmus)
    Spoiler:
    The Healing Light
    Blessing 3

    Traits
    Deity: Sarenrae
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    Characters cannot suffer scourges.

    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.

    Blessings Deck Card 14 (Turn 25 Poog)
    Spoiler:
    Gozreh’s Growth
    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.

    Blessings Deck Card 15 (Turn 26 Arabundi)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 16 (Turn 27 Erasmus)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 17 (Turn 28 Poog)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 18 (Turn 29 Arabundi)
    Spoiler:
    The All-seeing Eye
    Blessing 3

    Traits
    Deity: Nethys
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you would examine the top card of a location, you may examine the top 2 cards instead.

    On any check, discard to bless.
    On an Intelligence or Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order, then explore.

    Blessings Deck Card 19 (Turn 30 Erasmus)
    Spoiler:
    The Vision
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.

    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.

    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:1 Al:2 Bl:0 ?:1
    Located here: Poog, Arabundi, Erasmus

    Manor Card 1 - Plaguebringer’s Mask:
    Plaguebringer’s Mask
    Item 2

    Traits
    Accessory
    Magic
    Disease

    Check
    Intelligence
    Craft
    11

    Powers
    On your combat check or your check against a Disease card, reload to add 1d8.
    When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.

    Manor Card 2:
    Fox
    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.

    Manor Card 3:
    Eries Yelloweyes
    Ally 2

    Traits
    Lycanthrope
    Hireling

    Check
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local Dexterity check or a local check before acting, recharge to add 1d6.
    Discard to explore. This exploration, you cannot suffer scourges.

    Manor Card 4:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Reading Room
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Graveyard
    Traits: Sacred, Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M:4 Ba:2 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
    Notes: Mist Horn (Erasmus) displayed

    Graveyard Card 1 - Dire Lion:
    Dire Lion
    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.

    Graveyard Card 2:
    Sable Company Hide
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    11

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

    Graveyard Card 3:
    Keen Rapier
    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.

    Graveyard Card 4:
    Garden Guardian
    Monster 3

    Traits
    Outsider
    Plant

    Check
    Combat
    15

    Powers
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.

    Graveyard Card 5:
    Sable Company Leathers
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Acrobatics
    Fortitude
    10

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

    Graveyard Card 6:
    Ghastly Runes
    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.

    Graveyard Card 7:
    Strangler
    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.

    Graveyard Card 8:
    Spiked Volley
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    9

    Powers
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

    Graveyard Card 9:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Graveyard Card 10:
    Minotaur
    Monster 2

    Traits
    Minotaur

    Check
    Combat
    15
    OR
    Fortitude
    8

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

    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


  • Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: Abadar’s Law
    Hour Power:On your check to close or to guard, add 1d4.

    Seeing the Lion rampage through the Graveyard tugs at my heartstrings. Something has gotten into that magnificent beast. Thankfully Erasmus has shielded some of the area, so I figure now is a good time to head over.

    Move to Graveyard

    Dire Lion:

    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.

    AutoFail the BYA
    BYA Damage: 1d4 ⇒ 1
    Mist Horn blocks all damage

    Using the mist as a shield, I am able to sneak around the lion. As I arrive in the Graveyard, I notice that the dark arts have overwhelmed the poor beast and it is but a shell of itself.

    Combat 17: 1d8 + 5 + 1d6 + 1 + 2 + 1d8 ⇒ (1) + 5 + (5) + 1 + 2 + (5) = 19

    Roll Details:

    Combat - 1d8+5
    Venomous Hand Crossbow +1 - 1d6+1
    Archers Bracers - 2
    Blessed - 1d8

    Now we're talking. Deathbane light crossbow at the Graveyard...

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Hand Crossbow, Deathbane Light Crossbow +1, Wolfhide Armor, Masterwork Tools, Archers Bracers,

    Displayed:
    Deck: 11 Discard: 3 Buried: 0
    Current Location: Graveyard
    Hero Points: 2
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks
    Other: Paizo reroll used for scenario BM-1A: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Returning Throwing Axe +1, Blessing of Tsukiyo, Snow Leopard, Holy Light, The Eclipse, Legionnaire Chaplain, Cure, Staff of Minor Healing, Judgement Light
    Recharged: Returning Throwing Axe +1 (2), Blessing Of the Samurai,
    Discard Pile: Blessing of Erastil, Blessing of Erastil (2), Fiery Glare,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Ranged: Dexterity +3
    Constitution d10 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    - Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    - Divine: Wisdom +1
    Charisma d4 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "


    Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

    Hour is Abadar's Law: On your check to close or to guard, add 1d4.

    Mist Horn Recharge Divine 10: 1d6 + 1d4 + 4 ⇒ (1) + (3) + 4 = 8 Its buried

    As the mist dissipates from the graveyard, Erasmus keep going through the Manor. He finds a Card 1: Plaguebringer's Mask in a display case.

    INT 11: 1d8 ⇒ 5

    He's about to grab it when a Card 2: Fox dashes past him and almost knocks him over. Banish Locate Object to examine and encounter Fox.

    WIS 5: 1d6 + 1d4 + 4 ⇒ (4) + (3) + 4 = 11 Since Fox was the next card, the rest of the location was effectively still unknown. I'm not going to bother with rolling for the random card

    Erasmus follows the fox and finds Card 3: Eries Yelloweyes hiding in a closet. Discard Fox to explore again

    WIS 8: 1d6 + 2d4 + 4 ⇒ (5) + (2, 3) + 4 = 14

    Erasmus asks Eries why they're hiding and the question answers itself as a Card 4: Ghost manifests before them! Discard Eries to explore again. Recharge The Missing Eye, Light Crossbow, and Conch Shell to add 1d4 and Magic from the scenario power.

    Divine 9: 1d6 + 2d4 + 4 ⇒ (6) + (2, 1) + 4 = 13

    Manor Close CHA 8: 1d8 + 1d4 ⇒ (2) + (4) = 6 Bury The Midwife to spirit surge and pass(+1d4+1). On close, search for and draw Zellara's Harrow Deck

    The ghost dissolves into the ether as quickly as it manifests. Erasmus escorts Eries and their fox companion outside before heading to join Arabundi at the Graveyard. When he arrives he has a vision of a suit of Sable Company Leathers, a keen Rapier, and a Garden Guardian. Move to Graveyard on close. Play Zellara's Harrow Deck to examine top 3 cards of Graveyard. I'll rearrange it to whatever order Poog wants

    Recharge Locate Object Divine 8: 1d6 + 1d4 + 4 ⇒ (2) + (4) + 4 = 10
    Recharge Zellara's Harrow Deck Perception 12: 1d6 + 1d4 + 7 ⇒ (4) + (4) + 7 = 15

    "

    Erasmus wrote:

    Hand: Sign of the Pack, Leech, Planchette, Sign of the Lantern Bearer, Sign of the Pack 2,

    Displayed: Spirit Relatives (no role card), Mithril Chain Shirt, Mist Horn (Core),
    Deck: 9 Discard: 9 Buried: 2
    Hero Points: 1
    Merch Reroll used?: No
    NOTES:
    Available Support: Other local characters get +1d4 to: WIS, Divine, Perception

    (Signs can copy other signs in my hand)
    Pack: Recharge vs Blessings
    Lantern Bearer: Recharge vs Armors

    Leech: Recharge to heal 1d4-1

    Other: Current Spirit: Veldira

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: The First, Bound Imp, Soothing Word, Mind Thrust, The Missing Eye, Conch Shell, Light Crossbow (Core), Locate Object (Core), Zellara's Harrow Deck,
    Discard Pile: Sign of the Stranger, Our Lord in Iron, The Lost, Gem of Mental Acuity, Incitation, Enchant Weapon, Sign of the Rider, Fox, Eries Yelloweyes,
    Buried Pile: Stalking Armor, The Midwife,

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d6 ☑ +1 ☐ +2
    Perception: WIS+3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: CHA+1

    Favored Card: Your Choice
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armor, Weapon, Arcane, Divine
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
    At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
    [X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

    "


    Hour: On your check, you may discard an armor or the top card of your deck to add 1d6.

    Explore Graveyard: Sable Company Hide
    Erasmus recharges Sign of the Lantern Bearer and heals 2 cards.
    Survival 11: 1d10 + 3 + 1d10 ⇒ (8) + 3 + (6) = 17 Acquired.

    Discard The Carnival to explore: Keen Rapier
    Melee 9: 1d8 + 1 ⇒ (4) + 1 = 5 Banished.

    Discard Blessing of the Spellbound to explore: Garden Guardian
    Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
    Display and recharge Sable Company Hide to add survival
    Con 7: 1d8 + 1d10 + 3 ⇒ (6) + (1) + 3 = 10 Success.
    Reveal Flame Staff, +d6 for Fire.
    Erasmus discards Sign of the Pack and heals 2 cards.
    Combat 15: 1d10 + 4 + 1d4 + 1d6 + 1d10 ⇒ (9) + 4 + (2) + (6) + (10) = 31 Defeated.

    Bury Poog to heal 1d4 + 1 ⇒ (3) + 1 = 4 cards: Fire Sneeze, Cleric of Nethys, Pyrotechnic Blast, The Carnival

    Draw up to 6.

    Poog wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d4
    CONSTITUTION d8
    INTELLIGENCE d6
    WISDOM d10 +2
    Divine +2
    Survival +1
    CHARISMA d6

    Powers
    Hand Size: 5 [X2] 6
    Proficient with: Light Armors Weapons
    When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X1] or 2 random cards) from her discard pile into her deck.
    Add 1d6 (☐ +1) to your check that invokes the Animal or Fire trait.
    After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (☐ recharge a random card from your discard pile and) draw a card.

    Favored Card Type: Blessing
    Weapon 2 ☐ 3 ☐ 4
    Spell 3 [X1] 4 [X2] 5
    Armor 1 ☐ 2
    Item 2 ☐ 3
    Ally 2 ☐ 3 ☐ 4
    Blessing 5 ☐ 6 ☐ 7

    Hand: Dogslicer, Cauterize, Flame Staff, Cleric of Nethys, Blessing of Lamashtu, The Carnival
    Displayed: 0
    Deck: 7 Discard: 2 Buried: 4
    Hero Points: 0 Shirt Reroll Available (BM-A): Yes
    Notes: Use blessings as needed for banes or AD3 deck upgrades.

    Cauterize:
    Cauterize
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Healing
    Fire

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    9

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill +2d8; a character at your location is dealt 1 Fire damage.
    Discard this card and choose a character at your location. That character discards a card, then shuffles 1d4+1 cards from his discard pile into his deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.

    Blessing of Lamashtu:
    Blessing of Lamashtu
    Blessing B

    Traits
    Divine
    Lamashtu

    Powers
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    The Carnival:
    The Carnival
    Blessing 0

    Traits
    Suit: Stars
    Harrow
    Veteran

    Checks
    Wisdom
    Acrobatics
    4+#

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

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


    During This Adventure: Standalone Adventure 1-A Night at Bloodthorne Manor

  • The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
  • #=3.

    During This Scenario: BM-1A: A Ghostly Welcome
    SETUP:

  • Before building the locations, set aside the monster Ghost.
  • After preparing the story banes, reload a Proxy B into each location.

    STORY BANES:

  • Villain: none
  • Closing henchmen: the monster Ghosts-Proxy A
  • Danger: the monster Ghost

    DURING THIS SCENARIO:

  • When you encounter a proxy B, banish it; then a local character summons and encounters the monster Ghost, then each local character suffers the scourge Frightened.
  • On your check, you may recharge # cards to add 1d4 and the Magic trait.
    Ghost:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Troll
    Monster 2

    Traits
    Troll
    Veteran

    Check
    Combat
    8+##
    THEN
    Combat
    10+##

    Powers
    Vulnerable to Fire.
    Before acting, each local character suffers 1 Combat damage.
    If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.

    Monster 2
    Spoiler:
    Azer
    Monster 1

    Traits
    Outsider
    Elemental
    Fire
    Veteran

    Check
    Combat
    11+##

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

    Monster 3
    Spoiler:
    Mist Horror
    Monster 3

    Traits
    Outsider
    Elemental
    Incorporeal

    Check
    Combat
    14

    Powers
    Immune to Electricity and Ranged. Vulnerable to Cold.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.

    Monster 4
    Spoiler:
    Red Mantis Initiate
    Monster 2

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    10+##
    OR
    Wisdom
    5+#

    Powers
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

    Monster 5
    Spoiler:
    Sczarni Thief
    Monster 1

    Traits
    Human
    Rogue
    Veteran

    Check
    Combat
    9+##
    OR
    Stealth
    5+#

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Shrieky Plant
    Barrier 1

    Traits
    Obstacle
    Plant
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Stealth
    Survival
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier.

    Barrier 2
    Spoiler:
    Poison Gas
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Craft
    Disable
    6+#

    Powers
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.

    Barrier 3
    Spoiler:
    Haunt
    Barrier 2

    Traits
    Task
    Undead
    Veteran
    Trigger

    Check
    Charisma
    Diplomacy
    8+#
    OR
    Divine
    6+#

    Powers
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.

    Barrier 4
    Spoiler:
    Wall Of Lightning
    Barrier 3

    Traits
    Obstacle
    Construct
    Elemental
    Electricity

    Check
    Dexterity
    Constitution
    Acrobatics
    Fortitude
    10

    Powers
    After acting, suffer 1d4+1 Electricity damage.
    If undefeated, reload this barrier into its location.

    Barrier 5
    Spoiler:
    Warband
    Barrier 1

    Traits
    Skirmish
    Veteran
    Trigger

    Check
    None
    0

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Flaming Shortbow
    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
    Spoiler:
    Elven Curve Blade
    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.

    Weapon 3
    Spoiler:
    Allying Dart
    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 4
    Spoiler:
    Sawtooth Saber
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Red Mantis
    Veteran

    Check
    Strength
    Acrobatics
    Melee
    13

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

    Weapon 5
    Spoiler:
    Cruel Longsword
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Embiggen
    Spell P2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

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

    Spell 2
    Spoiler:
    Aid
    Spell 0

    Traits
    Magic
    Divine
    Veteran

    Check
    Wisdom
    Divine
    6

    Powers
    On any check, freely banish to add 1d4+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Spell 3
    Spoiler:
    Disable Mechanism
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

    Powers
    When you encounter a Construct, Lock, or Trap bane, banish to evade it.
    On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

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

    Spell 4
    Spoiler:
    Locate Object
    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.

    Spell 5
    Spoiler:
    Commune
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Spiked Half-plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Armor 2
    Spoiler:
    Magic Chain Mail
    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
    Spoiler:
    Voidglass Armor
    Armor 3

    Traits
    Heavy Armor
    Magic
    Loot

    Check
    Constitution
    Fortitude
    9

    Powers
    Display. While displayed:
    • When you suffer any damage, you may recharge to reduce it by 1.
    • When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Armor 4
    Spoiler:
    Corpse Plate
    Armor P3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Display. While displayed:
    • You may evade Undead monsters you encounter.
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

    Armor 5
    Spoiler:
    Gray Maiden Plate
    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.

    Random Items:
    Item 1
    Spoiler:
    Belt Of Physical Prowess
    Item 2

    Traits
    Accessory
    Magic

    Check
    Strength
    Dexterity
    Constitution
    11

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

    Item 2
    Spoiler:
    Ambrosia
    Item 3

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    12

    Powers
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.

    Item 3
    Spoiler:
    Horn Of Blasting
    Item 2

    Traits
    Instrument
    Magic

    Check
    Constitution
    Fortitude
    7

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

    Item 4
    Spoiler:
    Fate-reader Lenses
    Item 3

    Traits
    Object
    Magic
    Harrow

    Check
    Wisdom
    Arcane
    Divine
    Perception
    8

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

    Item 5
    Spoiler:
    Gem Of Physical Prowess
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Standard Bearer
    Ally 1

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    6

    Powers
    On a local Strength or Constitution check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks against story banes, add 1d4.

    Ally 2
    Spoiler:
    Bound Homunculus
    Ally 2

    Traits
    Construct
    Magic

    Check
    Intelligence
    Arcane
    Craft
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

    Ally 3
    Spoiler:
    Bodyguard
    Ally 1

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    Fortitude
    6

    Powers
    When a local character suffers damage, recharge to reduce it by 3.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Ally 4
    Spoiler:
    Magistrate
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    Knowledge
    9

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

    Ally 5
    Spoiler:
    Gang Enforcer
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Eternal Rose
    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 2
    Spoiler:
    The Lucky Drunk
    Blessing 3

    Traits
    Deity: Cayden Cailean
    Divine

    Check
    Charisma
    Divine
    Fortitude
    8

    Powers
    WHEN THIS IS THE HOUR
    After your exploration, you may move to a random location.

    On another local character’s check, discard to bless twice.
    Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2.

    Blessing 3
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 4
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.

    Blessing 5
    Spoiler:
    Old Deadeye
    Blessing 3

    Traits
    Deity: Erastil
    Divine

    Check
    Dexterity
    Divine
    Survival
    8

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

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

    Turn: 14 Arabundi/Gimry

    Top of Blessing Discard Pile: The Teamster - When this is the hour: After your first exploration of your turn, you may discard a card to explore.

    Top Blessing:
    The Teamster
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    After your first exploration of your turn, you may discard a card to explore.

    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.


    Blessings Remaining: 16
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 15 Erasmus)
    Spoiler:
    The Tyrant
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.

    Blessings Deck Card 2 (Turn 16 Poog)
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessings Deck Card 3 (Turn 17 Arabundi)
    Spoiler:
    The Uprising
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Diplomacy
    4+#

    Powers
    WHEN THIS IS THE HOUR
    Your non-combat check against a bane is blessed.

    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.

    Blessings Deck Card 4 (Turn 18 Erasmus)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 5 (Turn 19 Poog)
    Spoiler:
    The Foreign Trader
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.

    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.

    Blessings Deck Card 6 (Turn 20 Arabundi)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 7 (Turn 21 Erasmus)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your non-Attack combat check, add 1.

    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 8 (Turn 22 Poog)
    Spoiler:
    The Brass Dwarf
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    The first time you discard cards as damage this turn, recharge 1 of them instead.

    On any Constitution check, discard to bless twice.
    Discard to explore.

    Blessings Deck Card 9 (Turn 23 Arabundi)
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 10 (Turn 24 Erasmus)
    Spoiler:
    The Healing Light
    Blessing 3

    Traits
    Deity: Sarenrae
    Divine

    Check
    Wisdom
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    Characters cannot suffer scourges.

    On any check, discard to bless. If the character succeeds at the check, heal them for a card.
    Discard to explore. This exploration, if you succeed at your first check, you may heal a card.

    Blessings Deck Card 11 (Turn 25 Poog)
    Spoiler:
    Gozreh’s Growth
    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.

    Blessings Deck Card 12 (Turn 26 Arabundi)
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 13 (Turn 27 Erasmus)
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessings Deck Card 14 (Turn 28 Poog)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 15 (Turn 29 Arabundi)
    Spoiler:
    The All-seeing Eye
    Blessing 3

    Traits
    Deity: Nethys
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you would examine the top card of a location, you may examine the top 2 cards instead.

    On any check, discard to bless.
    On an Intelligence or Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order, then explore.

    Blessings Deck Card 16 (Turn 30 Erasmus)
    Spoiler:
    The Vision
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Arcane
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.

    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.

    Manor
    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

    Reading Room
    At This Location:
    To Close or To Guard:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Graveyard
    Traits: Sacred, Urban
    At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison.
    When Closing: Summon and defeat the story bane Zombie Minion.
    When Permanently Closed: Shuffle a new Undead monster into a random other location.
    M:2 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Arabundi, Poog, Erasmus
    Notes:

    Graveyard Card 1:
    Sable Company Leathers
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Acrobatics
    Fortitude
    10

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

    Graveyard Card 2:
    Ghastly Runes
    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.

    Graveyard Card 3:
    Strangler
    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.

    Graveyard Card 4:
    Spiked Volley
    Barrier 1

    Traits
    Trap

    Check
    Dexterity
    Acrobatics
    Disable
    9

    Powers
    If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies.

    Graveyard Card 5:
    Henchman Proxy A
    Proxy 0

    Traits

    Check
    None
    0

    Powers

    Graveyard Card 6:
    Minotaur
    Monster 2

    Traits
    Minotaur

    Check
    Combat
    15
    OR
    Fortitude
    8

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

    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


  • Arabundi Deck Handler

    "OFF-TURN ACTIONS:
    Discard top of Deck(Holy Light) to add d6
    Con 7: 1d10 + 1d6 ⇒ (10) + (3) = 13
    Avoid Garden Guardian breath
    ========================
    Arabundi starts his turn.
    Hour: The Teamster
    Hour Power:After your first exploration of your turn, you may discard a card to explore.
    "

    Let clean up this Graveyard and find those missing kids!

    Looking around, I spy some old leathers.

    Sable Company Leathers:

    Armor 3
    Traits
    Light Armor
    Magic

    Check
    Constitution
    Acrobatics
    Fortitude
    10

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

    Constitution 10: 1d10 ⇒ 6
    Unfortunately, these leathers are way past their usefulness.

    Discard Wolfhide armor to explore again

    Pressing on, I notice some eery looking runes.

    Ghastly Runes:

    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.

    Recharge Masterwork tools to defeat
    Grabbing my handy tools, I quickly disable the barrier and move on.

    Discard Hand Crossbow to explore again

    As we continue on, we come face to face with an aberration.

    Strangler:

    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.

    Combat 10: 1d8 + 5 + 1d8 + 1 + 2 ⇒ (7) + 5 + (1) + 1 + 2 = 16

    Roll Details:

    Combat - 1d8+5
    Deathbane Light Crossbow +1 - 1d8+1
    Archers Bracers - 2

    Easily dispatching of the aberration, I figure it's time to let Erasmus take the lead for a bit.

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Deathbane Light Crossbow +1, Judgement Light, Archers Bracers, Legionnaire Chaplain, Snow Leopard,

    Displayed:
    Deck: 8 Discard: 6 Buried: 0
    Current Location: Graveyard
    Hero Points: 2
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks
    Snow Leopard recharges to add 1d4 to any Combat Check
    Judgement Light adds 1d4 (+1d8 to Undead) and Magic to a local Combat Check
    Other: Paizo reroll used for scenario BM-1A: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Eclipse, Blessing of Tsukiyo, Cure, Returning Throwing Axe +1, Staff of Minor Healing
    Recharged: Returning Throwing Axe +1 (2), Blessing Of the Samurai, Masterwork Tools,
    Discard Pile: Blessing of Erastil, Blessing of Erastil (2), Fiery Glare, Holy Light, Wolfhide Armor, Hand Crossbow,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Ranged: Dexterity +3
    Constitution d10 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    - Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    - Divine: Wisdom +1
    Charisma d4 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "

    End of Turn Summary:
    Cleared cards 1, 2, 3 from the Graveyard


    Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

    On Poog's turn get healed by playing a blessing. For the CON check, discard a card from the top of my deck to add 1d6

    CON 7: 2d6 ⇒ (3, 1) = 4 Suffer Poisoned

    Still on Poog's turn, get healed again by playing a blessing

    Hour is The Tyrant: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    Start of turn, recharge Items for +1 on my checks for the rest of my turn

    Erasmus treads carefully through the Graveyard. He investigates a part of the fence where the posts seem to be floating in the air; he approaches to get a closer look and they fly at him in a Card 4: Spiked Volley. Discard Sign of the Pack to bless

    DEX 9: 2d8 + 1 ⇒ (8, 1) + 1 = 10

    Erasmus is able to scramble behind a gravestone before he's impaled. He takes the opportunity to patch himself up. Recharge leech to heal myself

    Heal: 1d4 - 1 ⇒ (4) - 1 = 3

    Erasmus wrote:

    Hand: The First, Bound Imp, Mind Thrust, Enchant Weapon,

    Displayed: Spirit Relatives (no role card), Mithril Chain Shirt,
    Deck: 15 Discard: 5 Buried: 3
    "Hero Points: 1
    Merch Reroll used?: No // Erasmus has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

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

    "
    "NOTES:
    Available Support: Other local characters get +1d4 to: WIS, Divine, Perception

    (Signs can copy other signs in my hand)

    Other: Current Spirit: Veldira"

    Before Poog takes their first explore, Banish Bound Imp to draw 2 cards.

    "

    Erasmus wrote:

    Hand: The First, Gem of Mental Acuity, Conch Shell, Mind Thrust, Enchant Weapon,

    Displayed: Spirit Relatives (no role card), Mithril Chain Shirt,
    Deck: 13 Discard: 5 Buried: 3
    Hero Points: 1
    Merch Reroll used?: No // Erasmus has the following scourges marked:
    Poisoned:
    While Marked:
    After you reset, recharge a random card.

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


    NOTES:
    Available Support: Other local characters get +1d4 to: WIS, Divine, Perception

    The First: On any check, freely recharge to bless; if the character fails the check, a random character buries a card.
    Enchant Weapon: When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.

    (Signs can copy other signs in my hand)

    Other: Current Spirit: Veldira

    Deck, Discard, Buried:

    Reloaded: Conch Shell,
    Middle of Deck (Unknown Order): Sign of the Rider, Sign of the Stranger, Planchette, Leech, Sign of the Lantern Bearer, Sign of the Pack 2, The Lost, The Missing Eye, Soothing Word, Light Crossbow (Core), Locate Object (Core)
    Recharged: Zellara's Harrow Deck,
    Discard Pile: Our Lord in Iron, Sign of the Pack, Incitation, Fox, Eries Yelloweyes,
    Buried Pile: Stalking Armor, The Midwife, Mist Horn (Core),

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d6 ☑ +1 ☐ +2
    Perception: WIS+3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: CHA+1

    Favored Card: Your Choice
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armor, Weapon, Arcane, Divine
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
    At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
    [X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

    "


    Hour: You may avenge by discarding a card.

    Explore - Proxy A / Ghost
    Cast Cauterize. +d4 from Erasmus. +d6 from Fire.
    Combat 11+##=17: 1d10 + 4 + 2d8 + 1d4 + 1d6 ⇒ (6) + 4 + (4, 4) + (2) + (6) = 26 Defeated.
    Discard Dogslicer to Cauterize's Fire damage.

    Zombie Minion to close:

    Zombie Minions:
    Zombie Minions
    Story Bane Monster 1

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9
    THEN
    Combat
    11+#

    Powers
    Immune to Mental and Poison.
    If undefeated, each local character suffers 1d4 Poison damage.

    Reveal Flame Staff. +d6 from Fire. Bless with The Carnival
    Combat 9: 1d10 + 4 + 1d4 + 1d6 + 1d10 ⇒ (10) + 4 + (2) + (6) + (2) = 24
    Reveal Flame Staff. +d6 from Fire. Double bless by burying Blessing of Lamashtu.
    Combat 11+#=14: 1d10 + 4 + 1d4 + 1d6 + 2d10 ⇒ (2) + 4 + (1) + (2) + (4, 3) = 16 Defeated, closed!

    We Win!

    Poog blasts the mean Ghosts with Fire, singeing himself in the process. "Go away!" He alerts a Zombie to his presence by shouting, but has more than enough fire to go around.


    DEVELOPMENT:
    The ghosts are gone, but it’s far from quiet.

    Outside the manor, the townsfolk are beginning to panic. Eventually, you convince them to remain outside, promising that you have the situation under control. You hope you’ll be able to keep that promise; otherwise, the townsfolk may suffer whatever horrific fate may await you.

    Whatever happens, this night will not be a boring one.

    SCENARIO REWARD:

  • For the rest of this adventure, on your check, you may recharge # cards to add 1d4 and the Magic trait.

    ACQUIRED CARDS:
    Spell 0 Enchant Weapon
    Armor 2 Mithral Chain Shirt
    Armor 3 Sable Company Hide
    Item 1 Gem Of Mental Acuity
    Ally 1 Bound Imp
    Ally 2 Eries Yelloweyes
    Ally 1 Fox
    Blessing 0 Incitation
    Blessing 3 Our Lord In Iron
    Blessing 3 The First


  • BM-1B: Death by Dinnerware
    The cowled figure winced as a tiny skull crunched under his foot. He’d seen plenty of evidence that the place was haunted. But after months trying to summon something, the most that the Transcendent Society of the Veil had managed to conjure was a flood of panicked ghost mice. Fitting, given how many of the little pests’ skeletons litter this place. And now a bunch of screeching kids have decided to start poking around. It wouldn’t do to let the locals find out that the living still laid claim to this place.

    He started up the stairs, his tread heavy in the hopes of scaring off the children. His foot froze halfway onto the next step, the echoes of childish laughter in this long-quiet house sending shards of ice down his spine.

    The light of your torch illuminates the dank and dusty front room of the manor. Towering paintings of its former stewards stare down from above, their surfaces marred by soot and grime. A grand staircase lined with filthy carpet rises to an upper floor, beyond your torch’s reach. The remains of several longdead rodents cluster along the walls. Yet there are signs that this place is far from empty. Footprints in the dust, far too large to be the children passing.

    Adults have been using this place recently, though they have not seen fit to clean it. Squatters, perhaps? Whoever they are, finding the children is your priority. You discern a trail of smaller footprints leading toward an open door on the western wall. A dining hall. It must have been majestic once, with its crystal chandelier and silk-cushioned chairs. The large, round table is set for a fine dinner, but the cobwebby candelabras, dirty plates, and rat droppings make it clear that the planned meal never came.

    Still, the scene isn’t entirely untouched. From the dust on the ground, it’s clear that someone moved the table recently, off to the side of the room and then back, all without disturbing a single dish. It couldn’t have been easy. You doubt it was the children. Where are the children? You call out their names: Mally and Henda and Halurian. In as calm a tone as you can muster, you reassure them that you are expert at hunting ghosts, and that you will get them out of here safely.

    In response, the dining room door slams behind you. An eerie blue light fills the room, gathering around the furniture. The table, chairs, even the silverware spring to life. They don’t intend to let you leave this room alive.

    LOCATIONS:
    1-Den of Iniquity
    1-Tavern
    2-Office
    3-Slaughterhouse
    4-Laboratory
    5-Chambers
    6-Manor

    SETUP:

  • Add the Onslaughts wildcard Desperate.
  • After preparing the story banes, shuffle a non-closing henchman Trapped Furniture-Proxy B into each location.

    STORY BANES:

  • Villain: none
  • Closing henchmen: Mysterious Relic, Animated Objects-Proxy A
  • Danger: Animated Object, Trapped Furniture

    DURING THIS SCENARIO:

  • The story bane Trapped Furniture gains the Veteran trait and its difficulty to defeat is increased by #.
  • At the end of your turn, if your location has 7-# or fewer cards, you may examine the top card of your location.
  • Desperate: When you encounter a boon and do not acquire it, discard a card.


  • Harrows(P, A, E): 1d9 + 1d8 + 1d7 ⇒ (8) + (3) + (5) = 16.

    Poog: The Queen Mother
    Arabundi: The Lost
    Erasmus: The Owl

    The Queen Mother:
    The Queen Mother
    Blessing 1

    Traits
    Suit: Stars
    Harrow
    Veteran

    Check
    Wisdom
    Knowledge
    4+#

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

    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

    The Lost:
    The Lost
    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.

    The Owl:
    The Owl
    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.


    During This Adventure: Standalone Adventure 1-A Night at Bloodthorne Manor

  • The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
  • #=3.
  • For the rest of this adventure, on your check, you may recharge # cards to add 1d4 and the Magic trait.

    During This Scenario: BM-1B: Death by Dinnerware
    SETUP:

  • Add the Onslaughts wildcard Desperate.
  • After preparing the story banes, shuffle a non-closing henchman Trapped Furniture-Proxy B into each location.

    STORY BANES:

  • Villain: none
  • Closing henchmen: Mysterious Relic, Animated Objects-Proxy A
  • Danger: Animated Object, Trapped Furniture

    DURING THIS SCENARIO:

  • The story bane Trapped Furniture gains the Veteran trait and its difficulty to defeat is increased by #.
  • At the end of your turn, if your location has 7-# or fewer cards, you may examine the top card of your location.
  • Desperate: When you encounter a boon and do not acquire it, discard a card.
    Animated Object:
    Animated Object
    Story Bane Monster 1

    Traits
    Construct
    Veteran

    Check
    Combat
    12+##
    OR
    Arcane
    7+#

    Powers
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon 3. Armor 2. Spell 4. Item

    Trapped Furniture:
    Trapped Furniture
    Story Bane Barrier 1

    Traits
    Trap
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Craft
    Disable
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a barrier.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Ghost
    Monster 1

    Traits
    Undead
    Ghost
    Incorporeal
    Mental
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    6+#

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

    Monster 2
    Spoiler:
    Giant Anaconda
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.

    Monster 3
    Spoiler:
    Zombie
    Monster 0

    Traits
    Undead
    Zombie
    Veteran

    Check
    Combat
    9+##

    Powers
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Monster 4
    Spoiler:
    Mammoth
    Monster 3

    Traits
    Animal

    Check
    Combat
    18
    OR
    Survival
    9

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

    Monster 5
    Spoiler:
    Basilisk
    Monster 3

    Traits
    Aberration
    Basilisk

    Check
    Combat
    14

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Guardian Door
    Barrier 2

    Traits
    Obstacle
    Task

    Check
    Intelligence
    Diplomacy
    Disable
    Stealth
    8

    Powers
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

    Barrier 2
    Spoiler:
    Mad Prophet
    Barrier 1

    Traits
    Curse
    Task
    Veteran

    Check
    Intelligence
    Perception
    4+#
    OR
    Charisma
    Diplomacy
    6+#

    Powers
    The difficulty is increased by the hour’s level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

    Barrier 3
    Spoiler:
    Secret Stockpile
    Barrier 2

    Traits
    Cache
    Lock

    Check
    Dexterity
    Disable
    9
    OR
    Wisdom
    Perception
    11

    Powers
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.

    Barrier 4
    Spoiler:
    Concealed Hatch
    Barrier 1

    Traits
    Lock

    Check
    Strength
    5
    OR
    Disable
    3

    Powers
    Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3.
    If undefeated, reload this barrier into its location.

    Barrier 5
    Spoiler:
    Haughty Nobles
    Barrier 1

    Traits
    Cache
    Task
    Veteran

    Check
    Charisma
    Diplomacy
    6+#

    Powers
    If you are at an Urban location, the difficulty to defeat is increased by 4.
    If undefeated, bury either an ally or a random boon.
    If defeated, you may summon and encounter a new boon of any type.

    Random Weapons:
    Weapon 1
    Spoiler:
    Deathbane Light Crossbow
    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 2
    Spoiler:
    Venomous Dagger
    Weapon 3

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    11

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Weapon 3
    Spoiler:
    Wounding Spear-axe
    Weapon 3

    Traits
    Axe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 4
    Spoiler:
    Venomous Hand Crossbow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    Stealth
    12

    Powers
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
    On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Weapon 5
    Spoiler:
    Dragonbane Greatsword
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
    If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Random Spells:
    Spell 1
    Spoiler:
    Enchant Weapon
    Spell 0

    Traits
    Magic
    Arcane
    Divine
    Veteran

    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 2
    Spoiler:
    Harrowstrike
    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.

    Spell 3
    Spoiler:
    Locate Object
    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.

    Spell 4
    Spoiler:
    Elemental Treaty
    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 5
    Spoiler:
    Disable Mechanism
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

    Powers
    When you encounter a Construct, Lock, or Trap bane, banish to evade it.
    On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.

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

    Random Armors:
    Armor 1
    Spoiler:
    Brute Force Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 2
    Spoiler:
    Magic Full Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    11

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

    Armor 3
    Spoiler:
    Covering Heavy Shield
    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 4
    Spoiler:
    Corpse Plate
    Armor P3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Display. While displayed:
    • You may evade Undead monsters you encounter.
    • When you suffer any damage, you may draw this card to reduce it by 1.
    • If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

    Armor 5
    Spoiler:
    Sable Company Hide
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    11

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

    Random Items:
    Item 1
    Spoiler:
    Cape Of Escape
    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 2
    Spoiler:
    Smoke Bomb
    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.

    Item 3
    Spoiler:
    Iron Shackles
    Item 2

    Traits
    Object
    Magic

    Check
    Dexterity
    Disable
    9

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

    Item 4
    Spoiler:
    Mist Horn
    Item 1

    Traits
    Instrument
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    Display next to a location. While displayed:
    • When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient.
    • At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

    Item 5
    Spoiler:
    Marked Cards
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Tayce Soldado
    Ally 2

    Traits
    Human
    Hireling

    Check
    Charisma
    Diplomacy
    9
    OR
    Bury A Healing Card
    0

    Powers
    If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

    Ally 2
    Spoiler:
    Fortune-teller
    Ally 2

    Traits
    Human
    Medium
    Harrow

    Check
    Charisma
    Diplomacy
    11

    Powers
    At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
    Discard to examine the top card of your location, then you may explore.

    Ally 3
    Spoiler:
    Leech
    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 4
    Spoiler:
    Priest Of Asmodeus
    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 5
    Spoiler:
    Sergeant-at-arms
    Ally 2

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Knowledge
    10

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 2
    Spoiler:
    The Sickness
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Fortitude
    4+#

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

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

    Blessing 3
    Spoiler:
    The Gold-fisted
    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 4
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessing 5
    Spoiler:
    Cayden Cailean’s Revelry
    Blessing 1

    Traits
    Deity: Cayden Cailean
    Divine
    Veteran

    Check
    Charisma
    Divine
    Fortitude
    4+#

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

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

    Turn: 1 Arabundi/Gimry

    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.

    Top Blessing:
    The Crows
    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: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Erasmus)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 2 (Turn 3 Poog)
    Spoiler:
    Nethys’s Duality
    Blessing 1

    Traits
    Deity: Nethys
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a spell, add 1d4.

    On any check, discard to bless.
    On an Intelligence or a Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order.

    Blessings Deck Card 3 (Turn 4 Arabundi)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 4 (Turn 5 Erasmus)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 5 (Turn 6 Poog)
    Spoiler:
    The All-seeing Eye
    Blessing 3

    Traits
    Deity: Nethys
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you would examine the top card of a location, you may examine the top 2 cards instead.

    On any check, discard to bless.
    On an Intelligence or Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order, then explore.

    Blessings Deck Card 6 (Turn 7 Arabundi)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 7 (Turn 8 Erasmus)
    Spoiler:
    Blackfingers
    Blessing 3

    Traits
    Deity: Norgorber
    Divine

    Check
    Craft
    Divine
    Stealth
    8

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

    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.

    Blessings Deck Card 8 (Turn 9 Poog)
    Spoiler:
    The Father Of Creation
    Blessing 3

    Traits
    Deity: Torag
    Divine

    Check
    Strength
    Craft
    Divine
    8

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

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore. This exploration, when any character suffers damage, reduce it by 2.

    Blessings Deck Card 9 (Turn 10 Arabundi)
    Spoiler:
    Rovagug’s Destruction
    Blessing 2

    Traits
    Deity: Rovagug
    Divine
    Veteran

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

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

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

    Blessings Deck Card 10 (Turn 11 Erasmus)
    Spoiler:
    Our Lord In Iron
    Blessing 3

    Traits
    Deity: Gorum
    Divine

    Check
    Divine
    Melee
    Ranged
    8

    Powers
    WHEN THIS IS THE HOUR
    On your combat check, you may reveal any number of weapons; for each, add 1.

    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

    Blessings Deck Card 11 (Turn 12 Poog)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Blessings Deck Card 12 (Turn 13 Arabundi)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 13 (Turn 14 Erasmus)
    Spoiler:
    Lamashtu’s Madness
    Blessing 2

    Traits
    Deity: Lamashtu
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    5+#

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

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

    Blessings Deck Card 14 (Turn 15 Poog)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your non-Attack combat check, add 1.

    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 15 (Turn 16 Arabundi)
    Spoiler:
    The Keep
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard or bury an armor you play, you may recharge it instead.

    On any check, discard to bless.
    On any check against a barrier or to close, discard to bless twice.
    Bury to explore. This exploration, you cannot suffer damage or scourges.

    Blessings Deck Card 16 (Turn 17 Erasmus)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 17 (Turn 18 Poog)
    Spoiler:
    The Unicorn
    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.

    Blessings Deck Card 18 (Turn 19 Arabundi)
    Spoiler:
    The Empty Throne
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may banish a boon to reroll a die.

    On any check, discard to bless.
    Discard to ignore a bane’s before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.

    Blessings Deck Card 19 (Turn 20 Erasmus)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 20 (Turn 21 Poog)
    Spoiler:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Blessings Deck Card 21 (Turn 22 Arabundi)
    Spoiler:
    The Waxworks
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

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

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

    Blessings Deck Card 22 (Turn 23 Erasmus)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 23 (Turn 24 Poog)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Blessings Deck Card 24 (Turn 25 Arabundi)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 25 (Turn 26 Erasmus)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 26 (Turn 27 Poog)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 27 (Turn 28 Arabundi)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 28 (Turn 29 Erasmus)
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

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

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

    Blessings Deck Card 29 (Turn 30 Poog)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Den Of Iniquity
    Traits: Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M:1 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:2 Bl:0 ?:2

    Den Of Iniquity Card 1:
    Brain Ooze
    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.

    Den Of Iniquity Card 2:
    Twitch Tonic
    Item 2

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    10

    Powers
    Discard to explore.
    Banish to heal a local character 1d4+1 allies.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.

    Den Of Iniquity Card 3:
    Flask Of Curses
    Barrier 2

    Traits
    Curse
    Trap
    Magic

    Check
    Intelligence
    Craft
    7
    OR
    Wisdom
    Perception
    8

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

    Den Of Iniquity Card 4:
    Ring Of Protection
    Item 2

    Traits
    Accessory
    Magic

    Check
    Constitution
    Fortitude
    9

    Powers
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.

    Den Of Iniquity Card 5:
    Animated Object
    Story Bane Monster 1

    Traits
    Construct
    Veteran

    Check
    Combat
    12+##
    OR
    Arcane
    7+#

    Powers
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon 3. Armor 2. Spell 4. Item

    Den Of Iniquity Card 6:
    Magic Klar
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    9

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

    Den Of Iniquity Card 7:
    Earthbreaker
    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.

    Den Of Iniquity Card 8:
    Hellknight Of The Nail
    Ally 3

    Traits
    Human
    Hellknight

    Check
    Charisma
    Diplomacy
    11

    Powers
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Den Of Iniquity Card 9:
    Trapped Furniture
    Story Bane Barrier 1

    Traits
    Trap
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Craft
    Disable
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a barrier.

    Den Of Iniquity Card 10:
    Bound Homunculus
    Ally 2

    Traits
    Construct
    Magic

    Check
    Intelligence
    Arcane
    Craft
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

    Den Of Iniquity Card 11:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

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

    Tavern
    Traits: Urban
    At This Location: You may recharge an ally to explore.
    When Closing: Each local character reveals an ally.
    When Permanently Closed: Each local character may heal a card.
    M:2 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:3 Bl:0 ?:2

    Tavern Card 1:
    Banner Of The Ancient Kings
    Item 2

    Traits
    Object
    Magic

    Check
    Charisma
    Diplomacy
    Fortitude
    Melee
    10

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

    Tavern Card 2:
    Animated Object
    Story Bane Monster 1

    Traits
    Construct
    Veteran

    Check
    Combat
    12+##
    OR
    Arcane
    7+#

    Powers
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon 3. Armor 2. Spell 4. Item

    Tavern Card 3:
    Bound Imp
    Ally 1

    Traits
    Outsider
    Devil

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Tavern Card 4:
    Mist Horror
    Monster 3

    Traits
    Outsider
    Elemental
    Incorporeal

    Check
    Combat
    14

    Powers
    Immune to Electricity and Ranged. Vulnerable to Cold.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.

    Tavern Card 5:
    Wyvern Blade Trap
    Barrier 3

    Traits
    Trap
    Poison

    Check
    Dexterity
    Disable
    10
    OR
    Wisdom
    Perception
    12

    Powers
    If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.

    Tavern Card 6:
    Trapped Furniture
    Story Bane Barrier 1

    Traits
    Trap
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Craft
    Disable
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a barrier.

    Tavern Card 7:
    Commune
    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.

    Tavern Card 8:
    Dream Spider
    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.

    Tavern Card 9:
    Boggard
    Monster 1

    Traits
    Boggard
    Aquatic

    Check
    Combat
    10

    Powers
    If you are at an Aquatic location, the difficulty to defeat is increased by 1d4.
    If undefeated, suffer the scourge Frightened.

    Tavern Card 10:
    Cerulean Mastermind
    Ally 3

    Traits
    Human
    Aristocrat
    Rogue

    Check
    Charisma
    Diplomacy
    Stealth
    12

    Powers
    On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
    Discard to explore. This exploration, on your Stealth checks, add 1d10.

    Tavern Card 11:
    Staff Of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge to heal a local character a card.

    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 ?:2

    Office Card 1:
    Standard Bearer
    Ally 1

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Melee
    6

    Powers
    On a local Strength or Constitution check, recharge to add 1d4.
    Discard to explore. This exploration, on your checks against story banes, add 1d4.

    Office Card 2:
    Divine Fortune
    Spell 3

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

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

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

    Office Card 3:
    Wand Of Force Missile
    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.

    Office Card 4:
    Animated Object
    Story Bane Monster 1

    Traits
    Construct
    Veteran

    Check
    Combat
    12+##
    OR
    Arcane
    7+#

    Powers
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon 3. Armor 2. Spell 4. Item

    Office Card 5:
    Giantbane Greataxe
    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.

    Office Card 6:
    Fate-reader Lenses
    Item 3

    Traits
    Object
    Magic
    Harrow

    Check
    Wisdom
    Arcane
    Divine
    Perception
    8

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

    Office Card 7:
    Invisible Wall
    Barrier 2

    Traits
    Lock
    Magic
    Trigger

    Check
    Arcane
    Divine
    Perception
    9

    Powers
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.

    Office Card 8:
    Haunt
    Barrier 2

    Traits
    Task
    Undead
    Veteran
    Trigger

    Check
    Charisma
    Diplomacy
    8+#
    OR
    Divine
    6+#

    Powers
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.

    Office Card 9:
    Trapped Furniture
    Story Bane Barrier 1

    Traits
    Trap
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Craft
    Disable
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a barrier.

    Office Card 10:
    Magistrate
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    Knowledge
    9

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

    Office Card 11:
    Labyrinth
    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.

    Slaughterhouse
    Traits: Urban, Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M:4 Ba:0 W:2 Sp:0 Ar:0 I:0 Al:2 Bl:1 ?:2

    Slaughterhouse Card 1:
    Djinn
    Ally 3

    Traits
    Outsider
    Genie

    Check
    Charisma
    Diplomacy
    Knowledge
    12

    Powers
    Recharge to draw a card, then shuffle your deck.
    Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

    Slaughterhouse Card 2:
    The Desert
    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.

    Slaughterhouse Card 3:
    Necrophidian
    Monster 1

    Traits
    Construct

    Check
    Combat
    12

    Powers
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.

    Slaughterhouse Card 4:
    Boggart
    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.

    Slaughterhouse Card 5:
    Trapped Furniture
    Story Bane Barrier 1

    Traits
    Trap
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Craft
    Disable
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a barrier.

    Slaughterhouse Card 6:
    Gray Maiden Footsoldier
    Monster 2

    Traits
    Human
    Fighter
    Gray Maiden
    Veteran

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

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

    Slaughterhouse Card 7:
    Keen Starknife
    Weapon 2

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    12

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Slaughterhouse Card 8:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Slaughterhouse Card 9:
    Giant Slug
    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.

    Slaughterhouse Card 10:
    Mysterious Relic
    Story Bane Barrier 1

    Traits
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    4+#
    OR
    Perception
    6+#

    Powers
    If undefeated, each local character moves to a random location and suffers the scourge Dazed.

    Slaughterhouse Card 11:
    Shock Kukri
    Weapon 3

    Traits
    Knife
    Melee
    Slashing
    Electricity
    Finesse
    Magic

    Check
    Strength
    Acrobatics
    Melee
    12

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.


  • Start at Den of Iniquity.

    Poog wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d4
    CONSTITUTION d8
    INTELLIGENCE d6
    WISDOM d10 +3
    Divine +2
    Survival +1
    CHARISMA d6

    Powers
    Hand Size: 5 [X2] 6
    Proficient with: Light Armors Weapons
    When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X1] or 2 random cards) from her discard pile into her deck.
    Add 1d6 (☐ +1) to your check that invokes the Animal or Fire trait.
    After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (☐ recharge a random card from your discard pile and) draw a card.

    Favored Card Type: Blessing
    Weapon 2 ☐ 3 ☐ 4
    Spell 3 [X1] 4 [X2] 5
    Armor 1 ☐ 2
    Item 2 ☐ 3
    Ally 2 ☐ 3 ☐ 4
    Blessing 5 ☐ 6 ☐ 7

    Hand: Torch, Pyrotechnic Blast, Shield Cloak, Blessing of Lamashtu, Blessing of the Gobs, Blessing of the Spellbound
    Displayed: 0
    Deck: 10 Discard: 0 Buried: 0
    Hero Points: 0 Shirt Reroll Available (BM-B): Yes
    Notes: Use blessings as needed for banes or AD3 deck upgrades.

    Torch:
    Torch
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Fire
    Basic

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.

    Blessing of Lamashtu:
    Blessing of Lamashtu
    Blessing B

    Traits
    Divine
    Lamashtu

    Powers
    Discard this card to add 1 die to a check.
    Bury this card to add 2 dice to a check to defeat a monster.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

    Blessing of the Gobs:
    Blessing of the Gobs
    Blessing B

    Traits
    Divine
    Basic

    Powers
    You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
    You may treat this card as if it had the same powers as the top card of the blessings discard pile.
    If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

    Blessing of the Spellbound:
    Blessing of the Spellbound
    Blessing B

    Traits
    Arcane
    Divine
    Basic

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Arcane or Divine trait.
    Discard this card to explore your location.


    Arabundi Deck Handler

    I think I'll head over to investigate the bar area of this mansion.
    Move to Tavern

    "

    Arabundi wrote:

    Hand: Returning Throwing Axe +1, Wolfhide Armor, Staff of Minor Healing, Fox, Blessing of Erastil (2), Blessing of Tsukiyo, The Lost,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Current Location: Tavern
    Hero Points: 2
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks

    Other: Paizo reroll used for scenario BM-1B: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Legionnaire Chaplain, Snow Leopard, Returning Throwing Axe +1 (2), Blessing Of the Samurai, Masterwork Tools, Fiery Glare, Cure, Judgement Light, Holy Light, Deathbane Light Crossbow +1, Venomous Hand Crossbow +1, Blessing of Erastil, Hand Crossbow, Archers Bracers
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Ranged: Dexterity +3
    Constitution d10 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    - Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    - Divine: Wisdom +1
    Charisma d4 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "


    Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

    Starting Location: Tavern
    Favored Card Type: Ally
    Spirit Relative: Veldira

    "

    Erasmus wrote:

    Hand: The Midwife, Fortune-Teller (Core), Mist Horn (Core), Sign of the Stranger, Conch Shell, The Owl,

    Displayed: Spirit Relatives (no role card),
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 1
    Merch Reroll used?: No
    NOTES:
    Available Support: Other local characters get +1d4 to: WIS, Divine, Perception

    The Midwife: Discard when local non-story bane or boon is encountered to replace and bless checks

    (Signs can copy other signs in my hand)
    Stranger: Recharge vs Items

    Other: Current Spirit: Veldira

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Missing Eye, Soothing Word, Stalking Armor, Sign of the Rider, Light Crossbow (Core), Sign of the Pack 2, Zellara's Harrow Deck, Mind Thrust, Sign of the Pack, Sign of the Lantern Bearer, Planchette, Locate Object (Core)
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☑ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d6 ☑ +1 ☐ +2
    Perception: WIS+3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: CHA+1

    Favored Card: Your Choice
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armor, Weapon, Arcane, Divine
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
    At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
    [X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

    "


    Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: The Crows
    Hour Power:When you would bury a boon, succeed at its check to acquire or banish it instead.

    As I enter the Tavern, I spy a banner in the corner.

    Banner Of The Ancient Kings:

    Item 2
    Traits
    Object
    Magic

    Check
    Charisma
    Diplomacy
    Fortitude
    Melee
    10

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

    Auto Fail, not even close.
    Discard Wolfhide Armor from Desperate

    Discard The Lost to explore again since it doesn't bless.
    Playing my Harrow allows me to heal my Wolfhide armor

    Object: 1d4 ⇒ 4
    Pre-Roll object for flavor Flav!

    Moving on from the banner, I get attacked by an animated ITEM!

    Animated Object:

    Story Bane Monster 1
    Traits
    Construct
    Veteran

    Check
    Combat
    12+##
    OR
    Arcane
    7+#

    Powers
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon 3. Armor 2. Spell 4. Item

    Ranged 18(12+6): 1d8 + 5 + 1d8 + 1 + 1d6 + 1d8 + 1d8 ⇒ (8) + 5 + (6) + 1 + (5) + (5) + (2) = 32

    Roll Details:

    Ranged - 1d8+5
    Returning Throwing Axe +1 - 1d8+1
    Recharge - 1d6
    Double Blessed - 1d8+1d8

    Encounter Random Item (Pre-Rolled)

    Cape Of Escape:

    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.

    Dexterity 8: 1d8 + 2 ⇒ (2) + 2 = 4

    Roll Details:

    Dexterity - 1d8+2

    Discard Blessing of Tsukio from Desperate

    I reveal the Fox and Erasmus reveals the Fortune Teller. Tavern is closed.

    Unfortunately subduing the cape has rendered it useless for use anymore.

    With the Tavern in relative peace, I decide to head to the Slaughterhouse. We need to deal with what's in there at some point!

    Use Staff of Minor Healing
    Heal Card: 1d3 ⇒ 1
    Heal The Lost back

    I will head to the Slaughterhouse on close

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Wolfhide Armor, Masterwork Tools, Archers Bracers, Snow Leopard, Fox,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Current Location: Slaughterhouse
    Hero Points: 2
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks

    Other: Paizo reroll used for scenario BM-1B: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Minor Healing, Returning Throwing Axe +1 (2), Legionnaire Chaplain, Judgement Light, Hand Crossbow, The Lost, Holy Light, Blessing Of the Samurai, Returning Throwing Axe +1, Cure, Blessing of Erastil, Deathbane Light Crossbow +1, Fiery Glare
    Recharged:
    Discard Pile: Blessing of Erastil (2), Blessing of Tsukiyo,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Ranged: Dexterity +3
    Constitution d10 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    - Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    - Divine: Wisdom +1
    Charisma d4 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "

    End of Turn Summary:
    Tavern is closed, Moved to Slaughterhouse. Erasmus needs a new location


    Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

    There's a chance I would have had to fight the Animated Object since it has the "A random local character encounters this monster instead" text

    Who fights the Animated Object? 1=A, 2=E: 1d2 ⇒ 1 Arabundi

    When Tavern closes move to Office

    Hour is Blessing of the Sands: No effect

    End of move step, recharge Fortune-teller to examine Office, declaring Boon. Examine and encounter Standard Bearer

    Erasmus finds a lost Card 1: Standard Bearer in the Office

    CHA 6: 1d8 ⇒ 2 Fail to Acquire, Discard Mist Horn

    The bearer sees Erasmus, assumes him to be another malevolent spirit, and flees deeper into the manor. He gives chase for a while before Veldira advises him that the chase is probably not helping calm the standard bearer down. Instead, he returns to the office and begins investigating the papers strewn about, finding a scroll of Divine Favor.

    Divine 11: 1d6 + 1d4 + 4 ⇒ (5) + (1) + 4 = 10 This a good spell now and would be a good upgrade, so I'll bury Conch Shell to use my Spirit Surge power and acquire it

    Veldira begins explaining the mechanics of the spell and Erasmus a pen out of the cup on the desk. It isn't until the nib hits the paper that he realizes that the "pen" is actually a Card 3: Wand of Force Missile. That seems dangerous... Play Sign of the Stranger. Encountering an Item lets me recharge it.

    Arcane 6: 1d8 + 1 ⇒ (3) + 1 = 4 Discard The Midwife from Desperate

    Erasmus gently puts the wand back in the cup and backs away from the desk.

    "

    Erasmus wrote:

    Hand: Divine Favor, The Owl, Soothing Word, Light Crossbow (Core), Locate Object (Core),

    Displayed: Spirit Relatives (no role card),
    Deck: 11 Discard: 2 Buried: 1
    Hero Points: 1
    Merch Reroll used?: No
    NOTES:
    Available Support: Other local characters get +1d4 to: WIS, Divine, Perception

    (Signs can copy other signs in my hand)

    Other: Current Spirit: Veldira

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sign of the Pack 2, Stalking Armor, Zellara's Harrow Deck, The Missing Eye, Sign of the Pack, Planchette, Sign of the Lantern Bearer, Mind Thrust, Sign of the Rider
    Recharged: Fortune-Teller (Core), Sign of the Stranger,
    Discard Pile: Mist Horn (Core), The Midwife,
    Buried Pile: Conch Shell,

    Skills and Powers:
    SKILLS
    Strength d6 ☑ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d6 ☑ +1 ☐ +2
    Perception: WIS+3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: CHA+1

    Favored Card: Your Choice
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armor, Weapon, Arcane, Divine
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
    At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
    [X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

    "


    Hour: On your check against a spell, add 1d4.

    Explore: Brain Ooze
    Discard Torch for +2d4+1+Fire
    Melee 12: 1d8 + 1 + 1 + 2d4 + 1d6 ⇒ (1) + 1 + 1 + (1, 4) + (5) = 13 Defeated.

    Discard Blessing of Lamashtu to explore: Twitch Tonic Banished.
    Discard Shield Cloak for Desparate.

    Discard The Queen Mother to heal: Torch and explore: Flask Of Curses
    Discard Blessing of the Gobs to copy Nethys' Duality and bless.
    Wisdom 8: 1d10 + 3 + 1d10 ⇒ (7) + 3 + (10) = 20 Defeated.

    Draw up to 6.

    Poog wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d4
    CONSTITUTION d8
    INTELLIGENCE d6
    WISDOM d10 +3
    Divine +2
    Survival +1
    CHARISMA d6

    Powers
    Hand Size: 5 [X2] 6
    Proficient with: Light Armors Weapons
    When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X1] or 2 random cards) from her discard pile into her deck.
    Add 1d6 (☐ +1) to your check that invokes the Animal or Fire trait.
    After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (☐ recharge a random card from your discard pile and) draw a card.

    Favored Card Type: Blessing
    Weapon 2 ☐ 3 ☐ 4
    Spell 3 [X1] 4 [X2] 5
    Armor 1 ☐ 2
    Item 2 ☐ 3
    Ally 2 ☐ 3 ☐ 4
    Blessing 5 ☐ 6 ☐ 7

    Hand: Cure, Pyrotechnic Blast, Flame Staff, Blessing of Bark Breaker, Blessing of the Spellbound, Blessing of the Spellbound
    Displayed: 0
    Deck: 7 Discard: 4 Buried: 0
    Hero Points: 0 Shirt Reroll Available (BM-B): Yes
    Notes: Use blessings as needed for banes or AD3 deck upgrades.

    Cure:
    Cure
    Spell 0

    Traits
    Magic
    Divine
    Healing

    Checks
    Wisdom
    Divine
    6

    Powers
    Banish to heal a local character 1d4+1 cards.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.

    Blessing of the Spellbound:
    Blessing of the Spellbound
    Blessing B

    Traits
    Arcane
    Divine
    Basic

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Arcane or Divine trait.
    Discard this card to explore your location.

    Blessing of the Spellbound:
    Blessing of the Spellbound
    Blessing B

    Traits
    Arcane
    Divine
    Basic

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Arcane or Divine trait.
    Discard this card to explore your location.


    During This Adventure: Standalone Adventure 1-A Night at Bloodthorne Manor

  • The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
  • #=3.
  • For the rest of this adventure, on your check, you may recharge # cards to add 1d4 and the Magic trait.

    During This Scenario: BM-1B: Death by Dinnerware
    SETUP:

  • Add the Onslaughts wildcard Desperate.
  • After preparing the story banes, shuffle a non-closing henchman Trapped Furniture-Proxy B into each location.

    STORY BANES:

  • Villain: none
  • Closing henchmen: Mysterious Relic, Animated Objects-Proxy A
  • Danger: Animated Object, Trapped Furniture

    DURING THIS SCENARIO:

  • The story bane Trapped Furniture gains the Veteran trait and its difficulty to defeat is increased by #.
  • At the end of your turn, if your location has 7-# or fewer cards, you may examine the top card of your location.
  • Desperate: When you encounter a boon and do not acquire it, discard a card.
    Animated Object:
    Animated Object
    Story Bane Monster 1

    Traits
    Construct
    Veteran

    Check
    Combat
    12+##
    OR
    Arcane
    7+#

    Powers
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon 3. Armor 2. Spell 4. Item

    Trapped Furniture:
    Trapped Furniture
    Story Bane Barrier 1

    Traits
    Trap
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Craft
    Disable
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a barrier.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Cave Bear
    Monster 1

    Traits
    Animal
    Veteran

    Check
    Combat
    11+##
    OR
    Survival
    6+#

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

    Monster 2
    Spoiler:
    Bogeyman
    Monster 3

    Traits
    Fey

    Check
    Combat
    14

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

    Monster 3
    Spoiler:
    Demonling
    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.

    Monster 4
    Spoiler:
    Emperor Cobra
    Monster 3

    Traits
    Animal

    Check
    Combat
    13

    Powers
    Vulnerable to Cold.
    After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.

    Monster 5
    Spoiler:
    Harpy
    Monster 2

    Traits
    Harpy

    Check
    Combat
    10

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

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

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

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

    Barrier 2
    Spoiler:
    Ill Tidings
    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 3
    Spoiler:
    Ghastly Runes
    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 4
    Spoiler:
    Shrieky Plant
    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 5
    Spoiler:
    Symbol Of Insanity
    Barrier 3

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    12

    Powers
    If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

    Random Weapons:
    Weapon 1
    Spoiler:
    Wounding Spear-axe
    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 2
    Spoiler:
    Allying Dart
    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 3
    Spoiler:
    Seeking Shortbow
    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 4
    Spoiler:
    Vicious Scythe
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-handed
    Magic

    Check
    Strength
    Melee
    11

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

    Weapon 5
    Spoiler:
    Cruel Longsword
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Embiggen
    Spell P2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

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

    Spell 2
    Spoiler:
    Fire Bolt
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Fire

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spell 3
    Spoiler:
    Locate Object
    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.

    Spell 4
    Spoiler:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    11

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Spell 5
    Spoiler:
    Elemental Treaty
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Slick Leather
    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 2
    Spoiler:
    Spiked Half-plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Armor 3
    Spoiler:
    Maiden’s Helm
    Armor 3

    Traits
    Heavy Armor
    Helm
    Gray Maiden
    Magic

    Check
    Constitution
    Diplomacy
    Fortitude
    10

    Powers
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer Combat damage, freely reveal to reduce it by 2.
    On your Diplomacy check, reveal to add 1d6.
    After playing this armor, you may not play a Helm boon this encounter.

    Armor 4
    Spoiler:
    Magic Chain Mail
    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 5
    Spoiler:
    Sable Company Hide
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    11

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

    Random Items:
    Item 1
    Spoiler:
    Iron Shackles
    Item 2

    Traits
    Object
    Magic

    Check
    Dexterity
    Disable
    9

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

    Item 2
    Spoiler:
    Gem Of Physical Prowess
    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
    Spoiler:
    Ambrosia
    Item 3

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    12

    Powers
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.

    Item 4
    Spoiler:
    Harrow Deck
    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 5
    Spoiler:
    Elixir Of Focus
    Item 2

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    8

    Powers
    On a local non-combat check, banish to add the character’s Intelligence or Craft skill.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 10 check to recharge this card.

    Random Allies:
    Ally 1
    Spoiler:
    Sable Company Marine
    Ally 3

    Traits
    Human
    Soldier

    Check
    Dexterity
    Ranged
    11
    THEN
    Charisma
    Diplomacy
    10

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

    Ally 2
    Spoiler:
    Korvosan House Drake
    Ally 2

    Traits
    Dragon

    Check
    Wisdom
    Arcane
    Survival
    9

    Powers
    On a local combat check, recharge to add 1d6 and the Mental trait.
    Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.

    Ally 3
    Spoiler:
    Droogami
    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 4
    Spoiler:
    Clockwork Servant
    Ally 1

    Traits
    Construct

    Check
    Intelligence
    Craft
    6

    Powers
    On a local Intelligence or Craft check, recharge to add 1d6.
    Bury or banish to explore.
    DURING RECOVERY
    You may succeed at a Craft 8 check to recharge this card.

    Ally 5
    Spoiler:
    Cerulean Mastermind
    Ally 3

    Traits
    Human
    Aristocrat
    Rogue

    Check
    Charisma
    Diplomacy
    Stealth
    12

    Powers
    On a local non-combat check, recharge this card and bury another card to add a local character’s Knowledge or Stealth.
    Discard to explore. This exploration, on your Stealth checks, add 1d10.

    Random Blessings:
    Blessing 1
    Spoiler:
    The Demon’s Lantern
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Disable
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against a barrier, the difficulty is increased by 3.

    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.

    Blessing 2
    Spoiler:
    Master Of Masters
    Blessing 3

    Traits
    Deity: Irori
    Divine

    Check
    Acrobatics
    Divine
    Fortitude
    8

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

    On any check, discard to bless.
    On your check, discard to bless twice.
    Discard to explore. This exploration, you may reroll any dice showing 1.

    Blessing 3
    Spoiler:
    The Twin
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Stealth
    4+#

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

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

    Blessing 4
    Spoiler:
    The Liar
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Knowledge
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your check, the difficulty is increased by the number of allies in your hand.

    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.

    Blessing 5
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Turn: 4 Arabundi/Gimry

    Top of Blessing Discard Pile: Sands Of The Hour - When this is the hour: No effect.

    Top Blessing:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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


    Blessings Remaining: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 5 Erasmus)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 2 (Turn 6 Poog)
    Spoiler:
    The All-seeing Eye
    Blessing 3

    Traits
    Deity: Nethys
    Divine

    Check
    Intelligence
    Arcane
    Divine
    8

    Powers
    WHEN THIS IS THE HOUR
    When you would examine the top card of a location, you may examine the top 2 cards instead.

    On any check, discard to bless.
    On an Intelligence or Wisdom check, freely discard to bless.
    Discard to examine the top 2 cards of your location and return them in any order, then explore.

    Blessings Deck Card 3 (Turn 7 Arabundi)
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 4 (Turn 8 Erasmus)
    Spoiler:
    Blackfingers
    Blessing 3

    Traits
    Deity: Norgorber
    Divine

    Check
    Craft
    Divine
    Stealth
    8

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

    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.

    Blessings Deck Card 5 (Turn 9 Poog)
    Spoiler:
    The Father Of Creation
    Blessing 3

    Traits
    Deity: Torag
    Divine

    Check
    Strength
    Craft
    Divine
    8

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

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore. This exploration, when any character suffers damage, reduce it by 2.

    Blessings Deck Card 6 (Turn 10 Arabundi)
    Spoiler:
    Rovagug’s Destruction
    Blessing 2

    Traits
    Deity: Rovagug
    Divine
    Veteran

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

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

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

    Blessings Deck Card 7 (Turn 11 Erasmus)
    Spoiler:
    Our Lord In Iron
    Blessing 3

    Traits
    Deity: Gorum
    Divine

    Check
    Divine
    Melee
    Ranged
    8

    Powers
    WHEN THIS IS THE HOUR
    On your combat check, you may reveal any number of weapons; for each, add 1.

    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

    Blessings Deck Card 8 (Turn 12 Poog)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Blessings Deck Card 9 (Turn 13 Arabundi)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 10 (Turn 14 Erasmus)
    Spoiler:
    Lamashtu’s Madness
    Blessing 2

    Traits
    Deity: Lamashtu
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    5+#

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

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

    Blessings Deck Card 11 (Turn 15 Poog)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your non-Attack combat check, add 1.

    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 12 (Turn 16 Arabundi)
    Spoiler:
    The Keep
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard or bury an armor you play, you may recharge it instead.

    On any check, discard to bless.
    On any check against a barrier or to close, discard to bless twice.
    Bury to explore. This exploration, you cannot suffer damage or scourges.

    Blessings Deck Card 13 (Turn 17 Erasmus)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 14 (Turn 18 Poog)
    Spoiler:
    The Unicorn
    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.

    Blessings Deck Card 15 (Turn 19 Arabundi)
    Spoiler:
    The Empty Throne
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may banish a boon to reroll a die.

    On any check, discard to bless.
    Discard to ignore a bane’s before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.

    Blessings Deck Card 16 (Turn 20 Erasmus)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 17 (Turn 21 Poog)
    Spoiler:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Blessings Deck Card 18 (Turn 22 Arabundi)
    Spoiler:
    The Waxworks
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

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

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

    Blessings Deck Card 19 (Turn 23 Erasmus)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 20 (Turn 24 Poog)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Blessings Deck Card 21 (Turn 25 Arabundi)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 22 (Turn 26 Erasmus)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 23 (Turn 27 Poog)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 24 (Turn 28 Arabundi)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 25 (Turn 29 Erasmus)
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

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

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

    Blessings Deck Card 26 (Turn 30 Poog)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Den Of Iniquity
    Traits: Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M:0 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:2
    Located here: Poog

    Den Of Iniquity Card 1:
    Ring Of Protection
    Item 2

    Traits
    Accessory
    Magic

    Check
    Constitution
    Fortitude
    9

    Powers
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.

    Den Of Iniquity Card 2:
    Animated Object
    Story Bane Monster 1

    Traits
    Construct
    Veteran

    Check
    Combat
    12+##
    OR
    Arcane
    7+#

    Powers
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon 3. Armor 2. Spell 4. Item

    Den Of Iniquity Card 3:
    Magic Klar
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    9

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

    Den Of Iniquity Card 4:
    Earthbreaker
    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.

    Den Of Iniquity Card 5:
    Hellknight Of The Nail
    Ally 3

    Traits
    Human
    Hellknight

    Check
    Charisma
    Diplomacy
    11

    Powers
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Den Of Iniquity Card 6:
    Trapped Furniture
    Story Bane Barrier 1

    Traits
    Trap
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Craft
    Disable
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a barrier.

    Den Of Iniquity Card 7:
    Bound Homunculus
    Ally 2

    Traits
    Construct
    Magic

    Check
    Intelligence
    Arcane
    Craft
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

    Den Of Iniquity Card 8:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

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

    Tavern
    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

    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:0 Ar:0 I:1 Al:1 Bl:0 ?:2
    Located here: Erasmus

    Office Card 1:
    Animated Object
    Story Bane Monster 1

    Traits
    Construct
    Veteran

    Check
    Combat
    12+##
    OR
    Arcane
    7+#

    Powers
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon 3. Armor 2. Spell 4. Item

    Office Card 2:
    Giantbane Greataxe
    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.

    Office Card 3:
    Fate-reader Lenses
    Item 3

    Traits
    Object
    Magic
    Harrow

    Check
    Wisdom
    Arcane
    Divine
    Perception
    8

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

    Office Card 4:
    Invisible Wall
    Barrier 2

    Traits
    Lock
    Magic
    Trigger

    Check
    Arcane
    Divine
    Perception
    9

    Powers
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.

    Office Card 5:
    Haunt
    Barrier 2

    Traits
    Task
    Undead
    Veteran
    Trigger

    Check
    Charisma
    Diplomacy
    8+#
    OR
    Divine
    6+#

    Powers
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.

    Office Card 6:
    Trapped Furniture
    Story Bane Barrier 1

    Traits
    Trap
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Craft
    Disable
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a barrier.

    Office Card 7:
    Magistrate
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    Knowledge
    9

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

    Office Card 8:
    Labyrinth
    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.

    Slaughterhouse
    Traits: Urban, Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M:4 Ba:0 W:2 Sp:0 Ar:0 I:0 Al:2 Bl:1 ?:2
    Located here: Arabundi,

    Slaughterhouse Card 1:
    Djinn
    Ally 3

    Traits
    Outsider
    Genie

    Check
    Charisma
    Diplomacy
    Knowledge
    12

    Powers
    Recharge to draw a card, then shuffle your deck.
    Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

    Slaughterhouse Card 2:
    The Desert
    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.

    Slaughterhouse Card 3:
    Necrophidian
    Monster 1

    Traits
    Construct

    Check
    Combat
    12

    Powers
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.

    Slaughterhouse Card 4:
    Boggart
    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.

    Slaughterhouse Card 5:
    Trapped Furniture
    Story Bane Barrier 1

    Traits
    Trap
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Craft
    Disable
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a barrier.

    Slaughterhouse Card 6:
    Gray Maiden Footsoldier
    Monster 2

    Traits
    Human
    Fighter
    Gray Maiden
    Veteran

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

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

    Slaughterhouse Card 7:
    Keen Starknife
    Weapon 2

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    12

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Slaughterhouse Card 8:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Slaughterhouse Card 9:
    Giant Slug
    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.

    Slaughterhouse Card 10:
    Mysterious Relic
    Story Bane Barrier 1

    Traits
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    4+#
    OR
    Perception
    6+#

    Powers
    If undefeated, each local character moves to a random location and suffers the scourge Dazed.

    Slaughterhouse Card 11:
    Shock Kukri
    Weapon 3

    Traits
    Knife
    Melee
    Slashing
    Electricity
    Finesse
    Magic

    Check
    Strength
    Acrobatics
    Melee
    12

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.


  • Arabundi Deck Handler

    ========================
    Arabundi starts his turn.
    Hour: Sands of the Hour
    Hour Power:No effect.

    Creeping through the Slaughterhouse, I spy a djinn hiding out.

    Djinn:

    Ally 3
    Traits
    Outsider
    Genie

    Check
    Charisma
    Diplomacy
    Knowledge
    12

    Powers
    Recharge to draw a card, then shuffle your deck.
    Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

    Knowledge 12: 1d6 + 2 + 1d6 + 1d4 ⇒ (4) + 2 + (6) + (3) = 15

    Roll Details:

    Knowledge - 1d6+2
    Blessed - 1d6
    Fox - 1d4

    Having a bit of knowledge about Djinns, Swiper and I head over for a chat. After convincing the Djinn our cause is just, they decide to tag along.

    The Djinn informs us of some strange magic just beyond a nearby door. Anxious to discover more, I head over there.

    The Desert:

    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.

    Top card is a boon, so I encounter it

    Constitution 7: 1d10 ⇒ 10

    Roll Details:

    Constitution - 1d10

    Now explore from second part of Djinn Power

    As I enter the room, I gather the magical energy that the Djinn had revealed, however, I get jumped by a small construct.

    Necrophidian:

    Monster 1
    Traits
    Construct

    Check
    Combat
    12

    Powers
    Immune to Mental and Poison.
    Vulnerable to Bludgeoning.
    If undefeated, suffer the scourge Dazed.

    Ranged 12: 1d8 + 5 + 1d6 + 1 + 2 ⇒ (5) + 5 + (6) + 1 + 2 = 19

    Roll Details:

    Ranged - 1d8+5
    Venomous Hand Crossbow +1 - 1d6+1
    Archers Bracers - 2

    Discard Wolfhide Armor for defeating a monster

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Returning Throwing Axe +1, Masterwork Tools, Archers Bracers, Snow Leopard, The Desert,

    Displayed:
    Deck: 13 Discard: 4 Buried: 0
    Current Location: Slaughterhouse
    Hero Points: 2
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks

    Other: Paizo reroll used for scenario BM-1B: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Holy Light, Hand Crossbow, Deathbane Light Crossbow +1, Returning Throwing Axe +1 (2), Fiery Glare, Judgement Light, Blessing of Erastil, Staff of Minor Healing, Legionnaire Chaplain, Cure, The Lost, Blessing Of the Samurai
    Recharged: Fox,
    Discard Pile: Blessing of Erastil (2), Blessing of Tsukiyo, Djinn, Wolfhide Armor,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Ranged: Dexterity +3
    Constitution d10 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    - Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    - Divine: Wisdom +1
    Charisma d4 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "

    End of Turn Summary:
    Cleared top 3 cards of the Slaughterhouse


    Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

    Hour is Abadar's Law: On your check to close or to guard, add 1d4.

    Cast Locate Object. Find Animated Object then Giantbane Greataxe. Encounter the Greataxe.

    Erasmus finds a greataxe in the office. He goes to pick it up but it levitates and lashes out at him! Auto-Fail check to acquire Greataxe. Discard Light Crossbow from Desperate.

    Cast Soothing Word on myself to heal a card. Then discard The Owl to explore again and heal another card.

    Random Card: 1d8 ⇒ 7

    Erasmus stumbles upon a Card 7: Magistrate hiding in a cabinet. Like the standard bearer, they scream in terror and flee. Auto-fail check to acquire. Discard Divine Favor to Desperate

    Recharge Locate Object Divine 8: 1d6 + 1d4 + 4 ⇒ (4) + (4) + 4 = 12
    Recharge Soothing Word Divine 8: 1d6 + 1d4 + 4 ⇒ (2) + (1) + 4 = 7

    "

    Erasmus wrote:

    Hand: The Missing Eye, The Midwife, Mist Horn (Core), Sign of the Pack 2, Mind Thrust,

    Displayed: Spirit Relatives (no role card),
    Deck: 9 Discard: 4 Buried: 1
    Hero Points: 1
    Merch Reroll used?: No
    NOTES:
    Available Support: Other local characters get +1d4 to: WIS, Divine, Perception

    (Signs can copy other signs in my hand)
    Sign of the pack: Discard to bless; recharge vs blessings

    The Midwife: Discard to replace local non-story bane or boon and bless checks

    Other: Current Spirit: Veldira

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sign of the Stranger, Planchette, Stalking Armor, Zellara's Harrow Deck, Sign of the Lantern Bearer, Sign of the Pack, Fortune-Teller (Core), Sign of the Rider
    Recharged: Locate Object (Core),
    Discard Pile: The Owl, Divine Favor, Light Crossbow (Core), Soothing Word,
    Buried Pile: Conch Shell,

    Skills and Powers:
    SKILLS
    Strength d6 ☑ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d6 ☑ +1 ☐ +2
    Perception: WIS+3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: CHA+1

    Favored Card: Your Choice
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armor, Weapon, Arcane, Divine
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
    At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
    [X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

    "


    Hour: When you would examine the top card of a location, you may examine the top 2 cards instead.

    Poog explores more in the Den, still hoping to see flying furniture.

    Explore: Ring Of Protection
    Erasmus discards Sign of the Pack and heals two cards.
    Con 9: 1d8 + 1d8 ⇒ (3) + (3) = 6 Banished.
    Discard Blessing of the Spellbound for Desperate.

    Cast Cure to heal 1d4 + 1 ⇒ (2) + 1 = 3 cards: Blessing of the Spellbound, The Queen Mother, Shield Cloak

    Discard Blessing of the Spellbound to explore: Animated Object
    Cast Pyrotechnic Blast, +d6 for Fire. Recharge Blessing of Bark Breaker to double bless.
    Combat 12+##=18: 1d10 + 5 + 2d4 + 1d6 + 2d10 ⇒ (1) + 5 + (1, 3) + (5) + (1, 6) = 22 Defeated.
    Encounter: 1d4 ⇒ 1: Weapon: Wounding Spear-axe
    Arabundi discards The Desert and heals two cards.
    Melee 11: 1d8 + 1 + 1d8 ⇒ (3) + 1 + (4) = 8 Shirt reroll the 3
    Melee 11: 1d8 + 1 + 4 ⇒ (5) + 1 + 4 = 10 Nope.
    Discard Flame Staff for Desperate.
    Can't close, out of cards.

    Recover Cure Divine 8: 1d10 + 5 ⇒ (8) + 5 = 13
    Recover Pyrotechnic BlastDivine 10: 1d10 + 5 ⇒ (7) + 5 = 12
    Draw up to 6.

    Poog wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d4
    CONSTITUTION d8
    INTELLIGENCE d6
    WISDOM d10 +3
    Divine +2
    Survival +1
    CHARISMA d6

    Powers
    Hand Size: 5 [X2] 6
    Proficient with: Light Armors Weapons
    When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X1] or 2 random cards) from her discard pile into her deck.
    Add 1d6 (☐ +1) to your check that invokes the Animal or Fire trait.
    After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (☐ recharge a random card from your discard pile and) draw a card.

    Favored Card Type: Blessing
    Weapon 2 ☐ 3 ☐ 4
    Spell 3 [X1] 4 [X2] 5
    Armor 1 ☐ 2
    Item 2 ☐ 3
    Ally 2 ☐ 3 ☐ 4
    Blessing 5 ☐ 6 ☐ 7

    Hand: Cauterize, Dogfinder, Cleric of Nethys, Poog of Zarongel, Blessing of the Spellbound, The Queen Mother
    Displayed: 0
    Deck: 7 Discard: 4 Buried: 0
    Hero Points: 0 Shirt Reroll Available (BM-B): No
    Notes: Use blessings as needed for banes or AD3 deck upgrades.

    Cauterize:
    Cauterize
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Healing
    Fire

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    9

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill +2d8; a character at your location is dealt 1 Fire damage.
    Discard this card and choose a character at your location. That character discards a card, then shuffles 1d4+1 cards from his discard pile into his deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.

    Poog of Zarongel:
    Poog of Zarongel
    Ally P

    Traits
    Goblin
    Cleric

    Checks
    Charisma
    Diplomacy
    Divine
    7

    Powers
    Recharge this card to add 3 with the Fire trait to a combat check.
    Bury this card to recharge 1d4 random cards from your discard pile.
    Discard this card to explore your location.

    Blessing of the Spellbound:
    Blessing of the Spellbound
    Blessing B

    Traits
    Arcane
    Divine
    Basic

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Arcane or Divine trait.
    Discard this card to explore your location.


    During This Adventure: Standalone Adventure 1-A Night at Bloodthorne Manor

  • The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
  • #=3.
  • For the rest of this adventure, on your check, you may recharge # cards to add 1d4 and the Magic trait.

    During This Scenario: BM-1B: Death by Dinnerware
    SETUP:

  • Add the Onslaughts wildcard Desperate.
  • After preparing the story banes, shuffle a non-closing henchman Trapped Furniture-Proxy B into each location.

    STORY BANES:

  • Villain: none
  • Closing henchmen: Mysterious Relic, Animated Objects-Proxy A
  • Danger: Animated Object, Trapped Furniture

    DURING THIS SCENARIO:

  • The story bane Trapped Furniture gains the Veteran trait and its difficulty to defeat is increased by #.
  • At the end of your turn, if your location has 7-# or fewer cards, you may examine the top card of your location.
  • Desperate: When you encounter a boon and do not acquire it, discard a card.
    Animated Object:
    Animated Object
    Story Bane Monster 1

    Traits
    Construct
    Veteran

    Check
    Combat
    12+##
    OR
    Arcane
    7+#

    Powers
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon 3. Armor 2. Spell 4. Item

    Trapped Furniture:
    Trapped Furniture
    Story Bane Barrier 1

    Traits
    Trap
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Craft
    Disable
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a barrier.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Accursed Priest
    Monster 1

    Traits
    Undead
    Cleric
    Veteran

    Check
    Combat
    11+##
    OR
    Divine
    8+##

    Powers
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.

    Monster 2
    Spoiler:
    Werewolf
    Monster 1

    Traits
    Lycanthrope

    Check
    Combat
    11
    OR
    Knowledge
    7

    Powers
    If the hour’s level is 0, the difficulty to defeat is increased by 3.
    If undefeated, suffer the scourge Wounded and end your turn.

    Monster 3
    Spoiler:
    Basilisk
    Monster 3

    Traits
    Aberration
    Basilisk

    Check
    Combat
    14

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

    Monster 4
    Spoiler:
    Bogeyman
    Monster 3

    Traits
    Fey

    Check
    Combat
    14

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

    Monster 5
    Spoiler:
    Gargoyle
    Monster 2

    Traits
    Gargoyle

    Check
    Combat
    15

    Powers
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    Random Barriers:
    Barrier 1
    Spoiler:
    Hungry Smoke
    Barrier 3

    Traits
    Trap
    Elemental

    Check
    Combat
    14
    OR
    Disable
    Fortitude
    Perception
    9

    Powers
    Resistant to Melee.
    If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.

    Barrier 2
    Spoiler:
    Death’s Breath Door
    Barrier 2

    Traits
    Lock
    Trap

    Check
    Strength
    Dexterity
    Disable
    Divine
    10

    Powers
    If undefeated, mark this barrier’s location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

    Barrier 3
    Spoiler:
    Brawl
    Barrier 1

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Dexterity
    Melee
    4+#

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

    Barrier 4
    Spoiler:
    Ingratiating Minion
    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.

    Barrier 5
    Spoiler:
    Perplexing Text
    Barrier 1

    Traits
    Cache
    Veteran

    Check
    Intelligence
    Knowledge
    7+#

    Powers
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.

    Random Weapons:
    Weapon 1
    Spoiler:
    Humanbane Rapier
    Weapon 2

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Acrobatics
    Melee
    11

    Powers
    For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.

    Weapon 2
    Spoiler:
    Wounding Spear-axe
    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
    Spoiler:
    Flaming Mace
    Weapon 2

    Traits
    Mace
    Melee
    Bludgeoning
    Fire
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 4
    Spoiler:
    Frost Longspear
    Weapon 2

    Traits
    Spear
    Melee
    Piercing
    Cold
    2-handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 5
    Spoiler:
    Returning Throwing Axe
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Wall Of Light
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Loot

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    Display. While displayed:
    • For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
    • On another local character’s combat check, add 1d4 and the Magic trait.
    • At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spell 2
    Spoiler:
    Fly
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spell 3
    Spoiler:
    Invisibility
    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 4
    Spoiler:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    11

    Powers
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.

    Spell 5
    Spoiler:
    Locate Object
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Slick Leather
    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 2
    Spoiler:
    Magic Mithral Chain Mail
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 3.
    • If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Armor 3
    Spoiler:
    Magic Hide Armor
    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 4
    Spoiler:
    Sable Company Hide
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Survival
    11

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

    Armor 5
    Spoiler:
    Mithral Chain Shirt
    Armor 2

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    9

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

    Random Items:
    Item 1
    Spoiler:
    Wand Of Flame
    Item 2

    Traits
    Wand
    Magic
    Arcane
    Divine
    Attack
    Fire
    Veteran

    Check
    Intelligence
    Arcane
    9
    OR
    Wisdom
    Divine
    11

    Powers
    For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.

    Item 2
    Spoiler:
    The Unveiling
    Item P2

    Traits
    Liquid
    Alchemical

    Check
    Constitution
    Divine
    Fortitude
    7

    Powers
    Banish or shuffle into another character’s deck to remove a scourge from any character.
    DURING RECOVERY
    If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.

    Item 3
    Spoiler:
    Staff Of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge to heal a local character a card.

    Item 4
    Spoiler:
    Ring Of Evasion
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Arcane
    Craft
    9

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

    Item 5
    Spoiler:
    Persona Mask
    Item 3

    Traits
    Accessory
    Magic

    Check
    Charisma
    Diplomacy
    9

    Powers
    On your Diplomacy check, reveal to add 1d4.
    Recharge to choose a character from any box and display it. Replace your traits with that character’s traits until the end of the turn, then banish that character.

    Random Allies:
    Ally 1
    Spoiler:
    Korvosan Dandy
    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 2
    Spoiler:
    Bound Imp
    Ally 1

    Traits
    Outsider
    Devil

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Ally 3
    Spoiler:
    Sergeant-at-arms
    Ally 2

    Traits
    Human
    Soldier

    Check
    Charisma
    Diplomacy
    Knowledge
    10

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

    Ally 4
    Spoiler:
    Fox
    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 5
    Spoiler:
    Eries Yelloweyes
    Ally 2

    Traits
    Lycanthrope
    Hireling

    Check
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local Dexterity check or a local check before acting, recharge to add 1d6.
    Discard to explore. This exploration, you cannot suffer scourges.

    Random Blessings:
    Blessing 1
    Spoiler:
    Zon-kuthon’s Pain
    Blessing 2

    Traits
    Deity: Zon-kuthon
    Divine
    Veteran

    Check
    Constitution
    Divine
    Fortitude
    5+#

    Powers
    WHEN THIS IS THE HOUR
    After discarding any number of cards as damage, draw a card.

    On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced.
    Discard to explore.

    Blessing 2
    Spoiler:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 3
    Spoiler:
    Calistria’s Sting
    Blessing 1

    Traits
    Deity: Calistria
    Divine
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessing 4
    Spoiler:
    The Rabbit Prince
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.

    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.

    Blessing 5
    Spoiler:
    The Dance
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Acrobatics
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When at least 3 types of boon are played on any check, a character may draw a card.

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

    Turn: 7 Arabundi/Gimry

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

    Top Blessing:
    Orison
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    2

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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


    Blessings Remaining: 23
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 8 Erasmus)
    Spoiler:
    Blackfingers
    Blessing 3

    Traits
    Deity: Norgorber
    Divine

    Check
    Craft
    Divine
    Stealth
    8

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

    On any check, discard to bless.
    On a check that invokes the Alchemical or Poison trait, freely recharge to bless.
    Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4.

    Blessings Deck Card 2 (Turn 9 Poog)
    Spoiler:
    The Father Of Creation
    Blessing 3

    Traits
    Deity: Torag
    Divine

    Check
    Strength
    Craft
    Divine
    8

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

    On any check, discard to bless.
    On a Strength or Constitution check, freely discard to bless.
    Discard to explore. This exploration, when any character suffers damage, reduce it by 2.

    Blessings Deck Card 3 (Turn 10 Arabundi)
    Spoiler:
    Rovagug’s Destruction
    Blessing 2

    Traits
    Deity: Rovagug
    Divine
    Veteran

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

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

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

    Blessings Deck Card 4 (Turn 11 Erasmus)
    Spoiler:
    Our Lord In Iron
    Blessing 3

    Traits
    Deity: Gorum
    Divine

    Check
    Divine
    Melee
    Ranged
    8

    Powers
    WHEN THIS IS THE HOUR
    On your combat check, you may reveal any number of weapons; for each, add 1.

    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

    Blessings Deck Card 5 (Turn 12 Poog)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Blessings Deck Card 6 (Turn 13 Arabundi)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 7 (Turn 14 Erasmus)
    Spoiler:
    Lamashtu’s Madness
    Blessing 2

    Traits
    Deity: Lamashtu
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    5+#

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

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

    Blessings Deck Card 8 (Turn 15 Poog)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your non-Attack combat check, add 1.

    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 9 (Turn 16 Arabundi)
    Spoiler:
    The Keep
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard or bury an armor you play, you may recharge it instead.

    On any check, discard to bless.
    On any check against a barrier or to close, discard to bless twice.
    Bury to explore. This exploration, you cannot suffer damage or scourges.

    Blessings Deck Card 10 (Turn 17 Erasmus)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 11 (Turn 18 Poog)
    Spoiler:
    The Unicorn
    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.

    Blessings Deck Card 12 (Turn 19 Arabundi)
    Spoiler:
    The Empty Throne
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may banish a boon to reroll a die.

    On any check, discard to bless.
    Discard to ignore a bane’s before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.

    Blessings Deck Card 13 (Turn 20 Erasmus)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 14 (Turn 21 Poog)
    Spoiler:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Blessings Deck Card 15 (Turn 22 Arabundi)
    Spoiler:
    The Waxworks
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

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

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

    Blessings Deck Card 16 (Turn 23 Erasmus)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 17 (Turn 24 Poog)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Blessings Deck Card 18 (Turn 25 Arabundi)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 19 (Turn 26 Erasmus)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 20 (Turn 27 Poog)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 21 (Turn 28 Arabundi)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 22 (Turn 29 Erasmus)
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

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

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

    Blessings Deck Card 23 (Turn 30 Poog)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Den Of Iniquity
    Traits: Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M:0 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1
    Located here: Poog

    Den Of Iniquity Card 1:
    Magic Klar
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    Melee
    Survival
    9

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

    Den Of Iniquity Card 2:
    Earthbreaker
    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.

    Den Of Iniquity Card 3:
    Hellknight Of The Nail
    Ally 3

    Traits
    Human
    Hellknight

    Check
    Charisma
    Diplomacy
    11

    Powers
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Den Of Iniquity Card 4:
    Trapped Furniture
    Story Bane Barrier 1

    Traits
    Trap
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Craft
    Disable
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a barrier.

    Den Of Iniquity Card 5:
    Bound Homunculus
    Ally 2

    Traits
    Construct
    Magic

    Check
    Intelligence
    Arcane
    Craft
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

    Den Of Iniquity Card 6:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

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

    Tavern
    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

    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:0 Ar:0 I:1 Al:0 Bl:0 ?:2
    Located here: Erasmus
    Notes: Animated Object

    Office Card 1:
    Fate-reader Lenses
    Item 3

    Traits
    Object
    Magic
    Harrow

    Check
    Wisdom
    Arcane
    Divine
    Perception
    8

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

    Office Card 2:
    Animated Object
    Story Bane Monster 1

    Traits
    Construct
    Veteran

    Check
    Combat
    12+##
    OR
    Arcane
    7+#

    Powers
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon 3. Armor 2. Spell 4. Item

    Office Card 3:
    Invisible Wall
    Barrier 2

    Traits
    Lock
    Magic
    Trigger

    Check
    Arcane
    Divine
    Perception
    9

    Powers
    When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
    If defeated, you may explore.

    Office Card 4:
    Labyrinth
    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.

    Office Card 5:
    Haunt
    Barrier 2

    Traits
    Task
    Undead
    Veteran
    Trigger

    Check
    Charisma
    Diplomacy
    8+#
    OR
    Divine
    6+#

    Powers
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.

    Office Card 6:
    Trapped Furniture
    Story Bane Barrier 1

    Traits
    Trap
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Craft
    Disable
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a barrier.

    Slaughterhouse
    Traits: Urban, Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M:3 Ba:0 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:2
    Located here: Arabundi,

    Slaughterhouse Card 1:
    Boggart
    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.

    Slaughterhouse Card 2:
    Trapped Furniture
    Story Bane Barrier 1

    Traits
    Trap
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Craft
    Disable
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a barrier.

    Slaughterhouse Card 3:
    Gray Maiden Footsoldier
    Monster 2

    Traits
    Human
    Fighter
    Gray Maiden
    Veteran

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

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

    Slaughterhouse Card 4:
    Keen Starknife
    Weapon 2

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    12

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Slaughterhouse Card 5:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Slaughterhouse Card 6:
    Giant Slug
    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.

    Slaughterhouse Card 7:
    Mysterious Relic
    Story Bane Barrier 1

    Traits
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    4+#
    OR
    Perception
    6+#

    Powers
    If undefeated, each local character moves to a random location and suffers the scourge Dazed.

    Slaughterhouse Card 8:
    Shock Kukri
    Weapon 3

    Traits
    Knife
    Melee
    Slashing
    Electricity
    Finesse
    Magic

    Check
    Strength
    Acrobatics
    Melee
    12

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.


  • Arabundi Deck Handler

    OFF-TURN ACTIONS:
    Play The Desert for Poog. Heal Blessing of Tsukiyo and The Desert
    ========================
    Arabundi starts his turn.
    Hour: Orison
    Hour Power:No effect.

    Gotta clear the evil from this place a quickly.

    As I dart between the filth, I spot something lurking in the corner.

    Boggart:

    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.

    Knowledge 4: 1d6 + 2 ⇒ (5) + 2 = 7

    Roll Details:

    Knowledge - 1d6+2

    A BOGGART! Time to take it down.

    Ranged 10: 1d8 + 5 + 1d8 + 1 + 2 ⇒ (8) + 5 + (8) + 1 + 2 = 24

    Roll Details:

    Ranged - 1d8+5
    Returning Throwing Axe +1 - 1d8+1
    Archers Bracers - 2

    With my new Axe, the boggart proves no match for me.

    Tough call here. There are no barriers here, but there are three at the office so I'll discard my Snow Leopard and keep the Tools for now. That means I have no more explores.

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Returning Throwing Axe +1, Masterwork Tools, Archers Bracers, The Lost, Blessing Of the Samurai,

    Displayed:
    Deck: 13 Discard: 4 Buried: 0
    Current Location: Slaughterhouse
    Hero Points: 2
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks

    Other: Paizo reroll used for scenario BM-1B: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Staff of Minor Healing, Hand Crossbow, Returning Throwing Axe +1 (2), The Desert, Judgement Light, Legionnaire Chaplain, Blessing of Erastil, Cure, Fox, Fiery Glare, Deathbane Light Crossbow +1, Holy Light, Blessing of Tsukiyo
    Recharged:
    Discard Pile: Blessing of Erastil (2), Djinn, Wolfhide Armor, Snow Leopard,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Ranged: Dexterity +3
    Constitution d10 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    - Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    - Divine: Wisdom +1
    Charisma d4 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "


    Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

    Hour is Blackfingers: On your check that invokes the Alchemical or Poison trait, add 1d4.

    Start of turn, recharge The Missing Eye for +1 to all checks

    Erasmus finds some Card 1: Fate-Reader Lenses in a drawer.

    Perception 8: 1d6 + 1d4 + 8 ⇒ (5) + (3) + 8 = 16

    He reaches to grab them and they begin to levitate; they're Card 2: Animated Objects! For the combat, play Mind Thrust for Perception+1d6+#. Reveal Fate Reader Lenses for +1d10

    Combat 18: 2d6 + 1d10 + 1d4 + 11 ⇒ (6, 1) + (9) + (3) + 11 = 30
    Defeated Random Card Type: 1d4 ⇒ 3 Slick Leather
    Slick Leather CON 7: 1d6 + 1 ⇒ (6) + 1 = 7 Nice! Display Slick Leather

    Erasmus connects with the spirit inhabiting the lenses and convinces it to leave. Before it goes, it tells him of a suit of Slick Leather hidden under the floorboards.

    CHA 8: 1d8 + 1 ⇒ (5) + 1 = 6 Bury Mist Horn to use spirit surge power
    CHA 8: 1d4 + 1 + 6 ⇒ (3) + 1 + 6 = 10

    Erasmus does one last once-over of the office before heading to meet Arabundi at the Slaughterhouse

    Recharge Mind Thrust Perception 7: 1d6 + 1d4 + 1d10 + 8 ⇒ (2) + (1) + (2) + 8 = 13

    "

    Erasmus wrote:

    Hand: Stalking Armor, The Midwife, Mist Horn (Core), Fate Reader Lenses, Sign of the Stranger,

    Displayed: Spirit Relatives (no role card), Slick Leather,
    Deck: 11 Discard: 3 Buried: 2
    Hero Points: 1
    Merch Reroll used?: No
    NOTES:
    Available Support: Other local characters get +1d4 to: WIS, Divine, Perception

    (Signs can copy other signs in my hand)
    Sign of the Stranger: discard to bless; Recharge vs Items

    The Midwife: Discard to replace local non-story bane or boon and bless checks

    Other: Current Spirit: Veldira

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Soothing Word, Planchette, The Missing Eye, Sign of the Rider, Locate Object (Core), Sign of the Lantern Bearer, Sign of the Pack, Fortune-Teller (Core), Light Crossbow (Core), Zellara's Harrow Deck
    Recharged: Mind Thrust,
    Discard Pile: The Owl, Divine Favor, Sign of the Pack 2,
    Buried Pile: Conch Shell, Mist Horn (Core),

    Skills and Powers:
    SKILLS
    Strength d6 ☑ +1 ☐ +2
    Dexterity d8 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Wisdom d6 ☑ +1 ☐ +2
    Perception: WIS+3
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Arcane: CHA+1

    Favored Card: Your Choice
    Hand Size: 5 ☐ 6
    Proficiencies:
    Light Armor, Weapon, Arcane, Divine
    POWERS:
    On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
    At the start of your turn, you may choose a card type and recharge every card of that type; add ([ ]1 plus) the number of cards recharged to your checks until the end of your turn.
    [X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

    "


    Hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead.

    Explore: Magic Klar
    Arabundi recharges Blessing of the Samurai and heals two cards.
    Melee 9: 1d8 + 1 + 1d8 ⇒ (3) + 1 + (5) = 9 Acquired!

    Discard The Queen Mother to explore: Earthbreaker
    Discard Blessing of the Spellbound
    Melee 8: 1d8 + 1 + 1d8 ⇒ (1) + 1 + (6) = 8 Acquired.

    Discard Poog of Zarongel to explore: Hellknight Of The Nail Auto-fail.
    Discard Magic Klar.

    Poog laughs and claps as shields and hammers zip around the room. He laughs even more when he is able to catch them. Then a scary longshanks appears and Poog drops the shield as he runs away.

    Banish Dogfinder to heal 1d4 + 1 ⇒ (2) + 1 = 3 cards: Blessing of the Spellbound, The Queen Mother, Poog of Zarongel

    Draw up to 6.

    Poog wrote:

    Skills and Powers:
    Skills

    STRENGTH d8
    Melee +1
    DEXTERITY d4
    CONSTITUTION d8
    INTELLIGENCE d6
    WISDOM d10 +3
    Divine +2
    Survival +1
    CHARISMA d6

    Powers
    Hand Size: 5 [X2] 6
    Proficient with: Light Armors Weapons
    When another character plays a blessing on your check, after the check she may shuffle 1 random card ([X1] or 2 random cards) from her discard pile into her deck.
    Add 1d6 (☐ +1) to your check that invokes the Animal or Fire trait.
    After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (☐ recharge a random card from your discard pile and) draw a card.

    Favored Card Type: Blessing
    Weapon 2 ☐ 3 ☐ 4
    Spell 3 [X1] 4 [X2] 5
    Armor 1 ☐ 2
    Item 2 ☐ 3
    Ally 2 ☐ 3 ☐ 4
    Blessing 5 ☐ 6 ☐ 7

    Hand: Earthbreaker, Torch, Cauterize, Pyrotechnic Blast, Cleric of Nethys, The Queen Mother
    Displayed: 0
    Deck: 7 Discard: 5 Buried: 1
    Hero Points: 0 Shirt Reroll Available (BM-B): No
    Notes: Use blessings as needed for banes or AD3 deck upgrades.

    Torch:
    Torch
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Fire
    Basic

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
    Bury this card to explore your location.

    Cauterize:
    Cauterize
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Healing
    Fire

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    9

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill +2d8; a character at your location is dealt 1 Fire damage.
    Discard this card and choose a character at your location. That character discards a card, then shuffles 1d4+1 cards from his discard pile into his deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.


    During This Adventure: Standalone Adventure 1-A Night at Bloodthorne Manor

  • The harrow suit is Stars. At the start of each scenario, perform a harrowing; after drawing your starting hand, add your harrow to it. After you play your harrow, you may heal a card.
  • #=3.
  • For the rest of this adventure, on your check, you may recharge # cards to add 1d4 and the Magic trait.

    During This Scenario: BM-1B: Death by Dinnerware
    SETUP:

  • Add the Onslaughts wildcard Desperate.
  • After preparing the story banes, shuffle a non-closing henchman Trapped Furniture-Proxy B into each location.

    STORY BANES:

  • Villain: none
  • Closing henchmen: Mysterious Relic, Animated Objects-Proxy A
  • Danger: Animated Object, Trapped Furniture

    DURING THIS SCENARIO:

  • The story bane Trapped Furniture gains the Veteran trait and its difficulty to defeat is increased by #.
  • At the end of your turn, if your location has 7-# or fewer cards, you may examine the top card of your location.
  • Desperate: When you encounter a boon and do not acquire it, discard a card.
    Animated Object:
    Animated Object
    Story Bane Monster 1

    Traits
    Construct
    Veteran

    Check
    Combat
    12+##
    OR
    Arcane
    7+#

    Powers
    A random local character encounters this monster instead.
    If defeated, roll 1d4, then summon and encounter a boon of the corresponding type:
    1. Weapon 3. Armor 2. Spell 4. Item

    Trapped Furniture:
    Trapped Furniture
    Story Bane Barrier 1

    Traits
    Trap
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Craft
    Disable
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a barrier.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Dire Lion
    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
    Spoiler:
    Giant Anaconda
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.

    Monster 3
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul
    Veteran

    Check
    Combat
    11+##

    Powers
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Monster 4
    Spoiler:
    Red Mantis Initiate
    Monster 2

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    10+##
    OR
    Wisdom
    5+#

    Powers
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

    Monster 5
    Spoiler:
    Shadow
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Mob Of Undead
    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
    Spoiler:
    Haunt
    Barrier 2

    Traits
    Task
    Undead
    Veteran
    Trigger

    Check
    Charisma
    Diplomacy
    8+#
    OR
    Divine
    6+#

    Powers
    When examined, suffer the scourge Frightened.
    Cannot be evaded.
    If undefeated, suffer the scourge Drained.

    Barrier 3
    Spoiler:
    Symbol Of Agony
    Barrier 2

    Traits
    Trap
    Magic

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    9

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

    Barrier 4
    Spoiler:
    Ingratiating Minion
    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.

    Barrier 5
    Spoiler:
    Shrieky Plant
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Seeking Longbow
    Weapon 3

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character’s combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 2
    Spoiler:
    Frost Longbow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    2-handed
    Cold
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Weapon 3
    Spoiler:
    Venomous Dagger
    Weapon 3

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Melee
    Ranged
    Stealth
    11

    Powers
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Weapon 4
    Spoiler:
    Cold Iron Greatsword
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    2-handed

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Weapon 5
    Spoiler:
    Sawtooth Saber
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Red Mantis
    Veteran

    Check
    Strength
    Acrobatics
    Melee
    13

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

    Random Spells:
    Spell 1
    Spoiler:
    Poison Blast
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    12

    Powers
    For your combat check, banish to use Arcane + 2d12.
    On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.

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

    Spell 2
    Spoiler:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    10

    Powers
    When you encounter a non- Incorporeal monster, banish to evade it.
    On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

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

    Spell 3
    Spoiler:
    Vampiric Touch
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Undead

    Check
    Intelligence
    Arcane
    9

    Powers
    For your combat check, banish to use Arcane + 2d6, then you may heal a card.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

    Spell 4
    Spoiler:
    Unearthly Aim
    Spell 2

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    9

    Powers
    On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.

    Spell 5
    Spoiler:
    Deathgrip
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    8

    Powers
    For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Archer’s Kite Shield
    Armor 1

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    5

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1.
    If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 2
    Spoiler:
    Brute Force Shield
    Armor 2

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Armor 3
    Spoiler:
    Spiked Half-plate
    Armor 1

    Traits
    Heavy Armor

    Check
    Constitution
    Fortitude
    8

    Powers
    Display. While displayed:
    • When you suffer Combat damage, you may draw this card to reduce it by 2.
    • If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait.

    Armor 4
    Spoiler:
    Armor Of Insults
    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 5
    Spoiler:
    Helm Of The Valkyrie
    Armor 2

    Traits
    Heavy Armor
    Helm
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Random Items:
    Item 1
    Spoiler:
    Twitch Tonic
    Item 2

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    10

    Powers
    Discard to explore.
    Banish to heal a local character 1d4+1 allies.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.

    Item 2
    Spoiler:
    Marked Cards
    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
    Spoiler:
    Elixir Of Focus
    Item 2

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    8

    Powers
    On a local non-combat check, banish to add the character’s Intelligence or Craft skill.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 10 check to recharge this card.

    Item 4
    Spoiler:
    Boots Of Friendly Terrain
    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 5
    Spoiler:
    Ambrosia
    Item 3

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    12

    Powers
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 14 check to recharge this card.

    Random Allies:
    Ally 1
    Spoiler:
    Acadamae Scholar
    Ally 3

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    10
    OR
    Charisma
    Diplomacy
    14

    Powers
    At the start of your turn, reveal to heal the ally Acadamae Student.
    On your Arcane check or your check against an Outsider card, reveal to add 1.
    Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.

    Ally 2
    Spoiler:
    Dream Spider
    Ally 3

    Traits
    Vermin

    Check
    Wisdom
    Survival
    10
    OR
    Craft
    11

    Powers
    On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
    Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.

    Ally 3
    Spoiler:
    Noble
    Ally 2

    Traits
    Human
    Aristocrat

    Check
    Charisma
    Diplomacy
    9

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

    Ally 4
    Spoiler:
    Bound Imp
    Ally 1

    Traits
    Outsider
    Devil

    Check
    Intelligence
    Wisdom
    Arcane
    Divine
    6

    Powers
    While this card is in your hand or when you play it, treat it as either a monster or an ally.
    Recharge to draw a card.
    Banish to draw 2 cards.

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

    Ally 5
    Spoiler:
    Ausio Carowyn
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Incitation
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 2
    Spoiler:
    The Theater
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

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

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

    Blessing 3
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessing 4
    Spoiler:
    Sarenrae’s Light
    Blessing 1

    Traits
    Deity: Sarenrae
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

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

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

    Blessing 5
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Turn: 10 Arabundi/Gimry

    Top of Blessing Discard Pile: Rovagug’s Destruction - When this is the hour: On your check, you may banish a random blessing from your discards to bless.

    Top Blessing:
    Rovagug’s Destruction
    Blessing 2

    Traits
    Deity: Rovagug
    Divine
    Veteran

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

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

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


    Blessings Remaining: 20
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 11 Erasmus)
    Spoiler:
    Our Lord In Iron
    Blessing 3

    Traits
    Deity: Gorum
    Divine

    Check
    Divine
    Melee
    Ranged
    8

    Powers
    WHEN THIS IS THE HOUR
    On your combat check, you may reveal any number of weapons; for each, add 1.

    On any non-Attack combat check, recharge to bless; reroll any dice showing 1.
    Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1.

    Blessings Deck Card 2 (Turn 12 Poog)
    Spoiler:
    The Idiot
    Blessing 1

    Traits
    Suit: Books
    Harrow
    Veteran

    Check
    Intelligence
    Knowledge
    4+#

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

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

    Blessings Deck Card 3 (Turn 13 Arabundi)
    Spoiler:
    Iomedae’s Justice
    Blessing 1

    Traits
    Deity: Iomedae
    Divine
    Veteran

    Check
    Charisma
    Diplomacy
    Divine
    4+#

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

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

    Blessings Deck Card 4 (Turn 14 Erasmus)
    Spoiler:
    Lamashtu’s Madness
    Blessing 2

    Traits
    Deity: Lamashtu
    Divine
    Veteran

    Check
    Intelligence
    Arcane
    Divine
    5+#

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

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

    Blessings Deck Card 5 (Turn 15 Poog)
    Spoiler:
    Gorum’s Iron
    Blessing 1

    Traits
    Deity: Gorum
    Divine
    Veteran

    Check
    Divine
    Melee
    Ranged
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your non-Attack combat check, add 1.

    On any check, discard to bless.
    On a non-Attack combat check, recharge to bless.
    Discard to explore.

    Blessings Deck Card 6 (Turn 16 Arabundi)
    Spoiler:
    The Keep
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Fortitude
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you would discard or bury an armor you play, you may recharge it instead.

    On any check, discard to bless.
    On any check against a barrier or to close, discard to bless twice.
    Bury to explore. This exploration, you cannot suffer damage or scourges.

    Blessings Deck Card 7 (Turn 17 Erasmus)
    Spoiler:
    Sands Of The Hour
    Blessing 0

    Traits
    Arcane
    Divine

    Check
    Arcane
    Divine
    Knowledge
    Perception
    4

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 8 (Turn 18 Poog)
    Spoiler:
    The Unicorn
    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.

    Blessings Deck Card 9 (Turn 19 Arabundi)
    Spoiler:
    The Empty Throne
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check, you may banish a boon to reroll a die.

    On any check, discard to bless.
    Discard to ignore a bane’s before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes’ before acting or after acting powers.

    Blessings Deck Card 10 (Turn 20 Erasmus)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 11 (Turn 21 Poog)
    Spoiler:
    The Beating
    Blessing 1

    Traits
    Suit: Hammers
    Harrow
    Veteran

    Check
    Strength
    Melee
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you encounter a monster from a location, before acting, another local character summons and encounters it.

    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Blessings Deck Card 12 (Turn 22 Arabundi)
    Spoiler:
    The Waxworks
    Blessing 1

    Traits
    Suit: Shields
    Harrow
    Veteran

    Check
    Constitution
    Arcane
    4+#

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

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

    Blessings Deck Card 13 (Turn 23 Erasmus)
    Spoiler:
    Abadar’s Law
    Blessing 1

    Traits
    Deity: Abadar
    Divine
    Veteran

    Check
    Diplomacy
    Disable
    Divine
    4+#

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

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

    Blessings Deck Card 14 (Turn 24 Poog)
    Spoiler:
    The Avalanche
    Blessing 1

    Traits
    Suit: Keys
    Harrow
    Veteran

    Check
    Dexterity
    Survival
    4+#

    Powers
    WHEN THIS IS THE HOUR
    When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.

    Blessings Deck Card 15 (Turn 25 Arabundi)
    Spoiler:
    Pharasma’s Knowing
    Blessing 1

    Traits
    Deity: Pharasma
    Divine
    Veteran

    Check
    Wisdom
    Divine
    4+#

    Powers
    WHEN THIS IS THE HOUR
    On your check against an Undead card, add 1d6.

    On any check, discard to bless.
    Discard to draw 2 cards, then recharge 2 cards. Then you may explore.

    Blessings Deck Card 16 (Turn 26 Erasmus)
    Spoiler:
    Irori’s Mastery
    Blessing 1

    Traits
    Deity: Irori
    Divine
    Veteran

    Check
    Acrobatics
    Divine
    Fortitude
    4+#

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

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

    Blessings Deck Card 17 (Turn 27 Poog)
    Spoiler:
    Prayer
    Blessing 0

    Traits
    Divine

    Check
    Wisdom
    Divine
    3

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Blessings Deck Card 18 (Turn 28 Arabundi)
    Spoiler:
    Erastil’s Eye
    Blessing 1

    Traits
    Deity: Erastil
    Divine
    Veteran

    Check
    Dexterity
    Divine
    Survival
    4+#

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

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

    Blessings Deck Card 19 (Turn 29 Erasmus)
    Spoiler:
    The Betrayal
    Blessing 1

    Traits
    Suit: Crowns
    Harrow
    Veteran

    Check
    Charisma
    Diplomacy
    4+#

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

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

    Blessings Deck Card 20 (Turn 30 Poog)
    Spoiler:
    Benefaction
    Blessing 0

    Traits
    Divine

    Check
    Diplomacy
    Divine
    5

    Powers
    WHEN THIS IS THE HOUR
    No effect.

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

    Den Of Iniquity
    Traits: Urban
    At This Location: When you would bury or banish an Alchemical or Liquid boon for its power, you may do so with an ally or a blessing instead.
    When Closing: Either bury a random boon and suffer the scourge Drained or bury an Alchemical boon.
    When Permanently Closed: You may banish an ally or a blessing to draw an Alchemical or Liquid boon from your bury pile.
    M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
    Located here: Poog

    Den Of Iniquity Card 1:
    Trapped Furniture
    Story Bane Barrier 1

    Traits
    Trap
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Craft
    Disable
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a barrier.

    Den Of Iniquity Card 2:
    Bound Homunculus
    Ally 2

    Traits
    Construct
    Magic

    Check
    Intelligence
    Arcane
    Craft
    8
    OR
    Charisma
    Diplomacy
    10

    Powers
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

    Den Of Iniquity Card 3:
    Phantasmal Apparition
    Barrier 1

    Traits
    Trigger
    Curse
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    6+#
    OR
    Perception
    4+#

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

    Tavern
    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

    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
    Notes: Animated Object

    Slaughterhouse
    Traits: Urban, Wild
    At This Location: When you defeat a monster, discard a card.
    When Closing: Banish an ally.
    When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them.
    M:2 Ba:0 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:2
    Located here: Arabundi, Erasmus

    Slaughterhouse Card 1:
    Trapped Furniture
    Story Bane Barrier 1

    Traits
    Trap
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Craft
    Disable
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a barrier.

    Slaughterhouse Card 2:
    Gray Maiden Footsoldier
    Monster 2

    Traits
    Human
    Fighter
    Gray Maiden
    Veteran

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

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

    Slaughterhouse Card 3:
    Keen Starknife
    Weapon 2

    Traits
    Knife
    Melee
    Ranged
    Piercing
    Finesse
    Magic

    Check
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged
    12

    Powers
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Slaughterhouse Card 4:
    Orc Rager
    Monster 2

    Traits
    Orc
    Barbarian
    Veteran

    Check
    Combat
    10+##

    Powers
    Before acting, suffer 1d4 Combat damage.

    Slaughterhouse Card 5:
    Giant Slug
    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.

    Slaughterhouse Card 6:
    Mysterious Relic
    Story Bane Barrier 1

    Traits
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    4+#
    OR
    Perception
    6+#

    Powers
    If undefeated, each local character moves to a random location and suffers the scourge Dazed.

    Slaughterhouse Card 7:
    Shock Kukri
    Weapon 3

    Traits
    Knife
    Melee
    Slashing
    Electricity
    Finesse
    Magic

    Check
    Strength
    Acrobatics
    Melee
    12

    Powers
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.


  • Arabundi Deck Handler

    OFF-TURN ACTIONS:
    Recharge BoSamurai for Poog and heal BoErastil and Djinn
    ========================
    Arabundi starts his turn.
    Hour: Rovagug's Destruction
    Hour Power:On your check, you may banish a random blessing from your discards to bless.

    Continuing the search of the area, I notice something odd about the furniture on the corner.

    Trapped Furniture:

    Story Bane Barrier 1
    Traits
    Trap
    Trigger

    Check
    Wisdom
    Perception
    8
    OR
    Craft
    Disable
    6

    Powers
    When examined, encounter this barrier.
    If undefeated, summon and encounter a barrier.

    Grabbing my trusty tools, I easily disable the trap.
    Recharge Masterwork tools to defeat

    Discard the Lost to explore again

    As I disable the furniture, a footsoldier appears.

    Gray Maiden Footsoldier:

    Monster 2
    Traits
    Human
    Fighter
    Gray Maiden
    Veteran

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

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

    Ranged 18: 1d8 + 5 + 1d8 + 1 + 1d6 + 2 ⇒ (7) + 5 + (3) + 1 + (3) + 2 = 21

    Roll Details:

    Ranged - 1d8+5
    Returning Throwing Axe +1 - 1d8+1
    Recharge - 1d6
    Archers Bracers - 2

    Discard Archers Bracers for Scenario Power

    "

    Arabundi wrote:

    Hand: Venomous Hand Crossbow +1, Hand Crossbow, Judgement Light, Staff of Minor Healing, Fox, The Desert,

    Displayed:
    Deck: 13 Discard: 4 Buried: 0
    Current Location: Slaughterhouse
    Hero Points: 2
    NOTES:
    Available Support: I can recharge a card to add 1d4 to distant combat checks
    Keeping Fox for Close

    Other: Paizo reroll used for scenario BM-1B: N

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Holy Light, Djinn, Legionnaire Chaplain, Blessing of Tsukiyo, Blessing Of the Samurai, Returning Throwing Axe +1 (2), Blessing of Erastil, Deathbane Light Crossbow +1, Fiery Glare, Blessing of Erastil (2), Cure
    Recharged: Masterwork Tools, Returning Throwing Axe +1,
    Discard Pile: Wolfhide Armor, Snow Leopard, The Lost, Archers Bracers,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☐ +1 ☐ +2
    Dexterity d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    - Ranged: Dexterity +3
    Constitution d10 ☐ +1 ☐ +2
    Intelligence d6 ☐ +1 ☐ +2
    - Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3
    - Divine: Wisdom +1
    Charisma d4 ☐ +1 ☐ +2

    Favored Card: Weapon or Spell
    Hand Size: 6 ☐ 7 ☐ 8 ☐ 9
    Proficiencies:
    Weapons Divine
    POWERS:
    When you suffer Acid, Cold, Electricity, or Fire damage, you may reveal a spell to reduce it by 1 (☑ 2).
    On your check to acquire (☑ or recharge) a Divine spell, add 2 (☑ 4).
    On a distant combat check, you may recharge a card to add 1d4 (□+1).

    "

    End of Turn Summary:
    Cleared top two cards of the Slaughterhouse.

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